Hi,
Puppet tool is not ideal for that – once you break the mesh you will get these “black lines”. However the puppet tool has some Overlap options but they apply only on the mesh – you can on theory make the guitar (or what ever) part of the mesh and use the overlap tool (from puppet tool drop menu) to… overlap but there is a better way.
So first – rig the character without the puppet tool (by parenting the layers). Make a duplicate to each limb and parent it them to the layers with the IK expressions (the rigged ones). Put the copies above the body layers and leave the other limb layers under all the layers you want to overlap like the guitar and the body. Then put 3-4 checkboxes on the IK controlers. Then link the opacity properties of the copies above the guitar. Use a simple expression to link the opacity prop to the checkbox. Set it to be 0 when off and 100 when on. That way when you use the controler you can turn the overlapping on and off with just two hold keyframes.
Expression for one of the layers:
aligment = thisComp.layer("L arm Johny controler").effect("Aling Wrist")("Checkbox");
x = 0;
transform.opacity =x;
if(aligment == 1){
x = 100;
}else{
x = 0;
}
Hope I’m clear…
Or you can just use a 3D layer and set its Z pos -1 and 1 for overlapping but that slows your project alot. The checkbox ways is harder to setup but way more elegant in my opinion. I use this trick every day.
PS: I have managed to build a script for automating that process ???? Just selecting the layers and + click and you have the checkboxes working + the Inverse Kinematics on it ! Very sweet.