the wing thickness needs to match up, the verts on both sides need to match
up, this way when weighted identically, the two sides of the thickness move
in unison, this is easily done using the apply thickness ICE deformer, you
could potentially just have that live, depending on your needs, however i
don't think the out of the box ICE deformer respects uv's. i'd just freeze
it, and weight it as such, an other threat of interpenetration might come
from your topology being inadequate for the deformation you want to
perform, mesh density can also be a big issue. if the topology is to sparse
interpenetration will occur if the mesh is stresed.

so


- make sure both sides match, as close as possible at a vertex level.

- make sure your weighting is identical on both sides of the thickness

- try and fix topology if it isn't clean

- make sure your mesh is dense enough to support the kind of deformations
you need.

hope this helps.

good luck


On 1 July 2014 20:21, Byron Nash <[email protected]> wrote:

> When modeling a thin object like a bat or pterosaur wing, what is
> considered the best approach to avoid interpenetration when rigged? I am
> cleaning up a purchased model and the wing has no thickness. I'm sure this
> will hold up ok on screen but wondering what an experienced modeler would
> do? Mudbox seems to hate how this model is put together and I'm about to
> add the other wing side in. My only reserve is that when rigged, we may
> have issues keeping the front and back from penetrating.
>
> I'd love to hear what some practiced riggers and animators think.
>
> Thanks,
> Byron
>

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