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Blender Weight Painting problem...

Started by June 22, 2010 01:46 PM
3 comments, last by primalbeans 14 years, 6 months ago
Hey again, I have another problem and once again I can't find answer in Google, though this time it's more precise. I can't seem to attack mesh correctly to the armature, it's doing really weird things. I've tried weight painting it in different ways but it always ends up terribly deformend. The book I did the armature according to speaks things that contradict themselves in my n00bie eyes and so I can't follow them correctly... I'm attaching screens of that character and its problems:

http://i47.tinypic.com/alhj0i.jpg

When I only added weight where it theoretically should be, and so on the mesh around the bones, it was even worse. Then I tried to apply it from the close bones on much much bigger areas (forearm even covered entire hand with fingers) and it got a little less awry, though still terrible and I admit I've no idea what is going on...

Another problem was that when I set the vertex groups from envelopes everything got completely deformed - can be seen on the leg on the side view best. No idea why either.

The skeleton itself seems to be moving really nicely, just this mesh is giving me pain...

Also even though the arms seem to be working when groups are automatically created from the bone heat, I can't move an arm much up or down without it looking awfully stretchy and unnatural :(
Quote: Original post by Equilibrioception
Also even though the arms seem to be working when groups are automatically created from the bone heat, I can't move an arm much up or down without it looking awfully stretchy and unnatural :(


I would suguest the bone heat method. Sometimes the weights get a little bit messy, to clean it up try the following:
1. Remove the parent relationship between mesh and armature.
2. Remove ALL vertex groups from the mesh !
3. Reconnect the mesh and armature and choose bone heat.

Does it help ?


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Quote: Original post by Equilibrioception
Also even though the arms seem to be working when groups are automatically created from the bone heat, I can't move an arm much up or down without it looking awfully stretchy and unnatural :(
Did you build a proper mesh with deformation in mind?

The wrists, elbows, shoulders, knees, hips, etc, are all going to need a proper loop structure to deform properly.

http://wiki.polycount.com/Limb%20Topology <--

Took me a while but I somehow understood how does this weight painting works at all and then it was a bit better. Still, in some more poses I couldn't graps it that well producing barbie-doll like breaches xD But fortunately for my use I don't think they'll be ever visible.

And yeah... anatomy calls, definitely.
Its a bit more time consuming but i like to create my own vertice groups as follows: Lay out your armature, then parent the armature to the mesh. When it asks select name vertex groups. I dont like to use the bone heat option because it isnt precise enough for me. Then go into the edit mode on your mesh and select the exact vertices your want for each group by using the vertex group tab in the edit menu. Use the assign button to add vertices to each group and the delete button to remove unwanted verts. The select and deselect buttons will show you what verts are currently in the vertex groups. This will still give you some deform problems when your done. Next go into weight paint and further fine tune the bone weight. A nifty thing about setting up your own vertex groups is it will alow you to effectively isolate each group for editting via the button (cant remember what its called at the moment.) down by the x mirror under the brush settings. Its named edit only verts in group... or something to that effect. To set up nice smooth translation of mesh and bone will take some time and fine tuning. Its also a good idea when modeling to keep the movements your object will be doing in mind when you create them. For example: I like to model the mesh in a pose that once rigged will give me the least amount of stretch on my texture / bump / etc. map. Anyway, modeling and rigging is something that takes lots of practice. I, myself, am still not very strong at rigging armatures, but i get by. Anyway i hope this is helpful. Check out the belnder wiki, which can be found at the the blender.org main site, it has alot of useful information on older blenders that still translates well to the newer versions.
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