Edwin_Fuhrmann
Aug. 22, 2026 17:03:24
Hey there!
I am having this character who has a lot of armor stuff modeled around him.
Some of the pieces are intersecting with the underlaying model / with other armor parts.
I did my riging in kinefx but when I want to apply weights via joint capture biharmnic I get an error.
What I tried is using the base mesh for weights and attrib transfer them over but everything gets distortet when deformed.
Also tried adjusting the weights so the armor stays more rigid but with no success.
Lacking the experienec what could be the issue here. Is it the intersecting geo which makes the capturing difficult or the general approach on rigging armor.
Would appreciate every kind of input here.
Thanks!
Edwin_Fuhrmann
yesterday 15:38:49
update:
I used "capture packed geo" for the armor parts which worked nicely without any stretching / deformation.
Now i have another issue with the hand.
I want the hand to deform like a normal hand in an organic way because otherwise I would have to break the fingers
up in different segments and pack them what would destroy the mesh.
Is there a way to rig the hand via biharmonic capturing and combine the bone capture attribute with the bone capture attribute from
the capture packed geo?
Or is there a different workflow to combine deforming and rigid elements while rigging?
cheers!
william_harley
today 03:10:01
Hi, you can use multiple biharmonic captures on a single mesh. You can also have a look at what I have done on pirate rig, there are a bunch of little capture tricks in there that you can use.
https://www.sidefx.com/contentlibrary/pirate-rig/ [
www.sidefx.com]