Character mesh is not completely deforming

Hi all,

I’m trying to pose a character that I just completed modeling. This is my first time with a character and rigging, but I’m not sure how to fix some problems. In some of these pictures, it seems that the bones aren’t grabbing some of the vertices; I feel like this could be a topology issue, but it doesn’t appear to be that way. I also tried to modify the bone weights/envelopes, but it changed nothing/made it worse. Is this a case where I need to retopologize the mesh? The character has been sculpted from a Remesh modifier.

I also have the hair of the character not following the head correctly, as well as some displacement not rendering correctly. The .blend is here https://www.dropbox.com/s/q7r73gi1p4vbb4i/Barbarian.blend?dl=0

https://i.gyazo.com/e4ae33edc798bb7cbbed78cf25ad747b.png


https://i.gyazo.com/e4573c7d3d933308aeed038d6fecbd9e.png
https://i.gyazo.com/b8d0ad358234f4aa235a477246fb8625.png

Normally, anything like this is just a question of bone influence. Are the verticies assigned to a bone? Are they possibly assigned to multiple bones and there is cross-over influence?

Had a look at your mesh. Your bone naming is all over the shop, you have verticies assigned to multiple bone wieght vertex groups, it appears some of your groups are duplicate groups as well.
I would suggest going back and starting to rig this again and assign weight maps using good bone names and then you can manually control the assignments by creating empty weight groups and selecting verticies to add them to the groups.
I personally could not make head nor tail out of some of the vertex groups and what, if any purpose they served.

I’m not all that surprised I did it so badly. The organization is out the window since I did the armature quite quickly last night, and it was late. I just wasn’t sure what the exact reason for error was. I can certainly look at it and redo it, hopefully with better results. I’ll have to find where to change influence; I’m aware of how it works, but didn’t see it as an option when I was doing it. Thanks for the suggestions, I’ll work on it when I’ve got a chance, and post back here if I have further questions.

I have started looking at editing it but have been tied up with band practices. There are a lot of instances where I think you have painted weights and what has happened is you’ve caught other parts of the mesh. I used to use Lightwave and because you had to manually select ponits in that, I just got into that habit. :slight_smile: I just go into wireframe mode, select some points and assign them to a vertex group.

Ok, I’ve not gone all the way through the mesh, I will leave that to you. However, I have removed unneeded vertex groups from some object, renamed the bones so the groups make more sense and played about with hte vertex groups for the feet and legs. This should at least give you some point of refernce to continue the work.

Here’s a Zip archive of the file:
https://drive.google.com/open?id=0B7AJLNQrsW-NLUFiOEJLUWhfTEk