Guys if I have a character setup and rigged/smooth bound etc, then I have a separate piece of geometry, say a belt around his hips... and I want to attach it and rig it TO him, so that when I move his pelvis controller, the belt moves with his hips, and is in total sync with his pelvis vertices's, how would I go about doing that?
I want the loin cloth to move with the pelvis of the character and be completely in sync, when I move the pelvis bone (controller) of the character. Right now I setup a few bones running down through its main forward/backward sections where the cloth hangs... I smooth skinned the cloth to the main characters pelvis joint as well as those extra joints..... Of course this isn't giving the results I need. When I move the pelvis of the character around, the loin cloth isn't synced to him...
It moves around in an odd fashion.... What I mean as well, the actual strap moves around in a weird fashion, the belt....
Is there someway to constrain some verts to verts, or should I maybe create rivets on the cloth and on the character and constrain them to one another? etc? Any ideas????
Attached: 2 pics to illustrate issue.
P.S: Someone mentioned that they achieved the results doing this ( however I really don't understand what they mean, the steps they took and or why they took them )
((( I had a similar situation once and solved it like this I created a nurbs patch roughly the size of the band going around the character and wrap deformed it to the character. then I created TWO follicles on the nurbspatch for each edgeloop the band has, and positioned them at the top and bottom of the nurbs patch. then I created a joint for each of the follicles and smoothbound the band to those joints. hope that makes sense )))

