Automatic weight painting seemingly assigning weights at near random?

I have a fairly character, and i have a fairly standard rig. I parented the character to the rig with automatic weights, and the weight paint is unusable bad.
I have bones affecting parts on the other side

I have bones affecting things on both sides

I have bones affecting nothing at all

And every other bone has something wonky with it as well.

I have never had this problem before, and I have no clue how to solve it. I really don’t want to have to weight paint this entirely from scratch (I was intending to do some touch up, but i’m not competent enough to do the entire thing by hand) so if someone has a suggestion as to how to get automatic weights behaving sensibly I would appreciate it.
thanks in advance.

File:bob 2.1-3 Broken Weights.blend (1.7 MB)
Edit: Posted in the correct category now.

Me either. I think the quickest solution would be to put the armature in a hidden collection and draw a new armature from scratch.

But first, make sure your mesh in manifold, your face orientation is correct, and you’ve applied the scale & rotation to the mesh & armature. Good luck!

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Your normals are all screwed up. Fix them, then try autoweights again.

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That was it… My automatically calculate normal was set to inside because of a prior project I worked on.
Well thanks for the solution.