Complex model

Hello!
I’ve a model composed by several parts.

As you can see. It’s a human body with some internal parts. Each one of the parts is a different object.

Here is the problem. I’ve created an armature:

and set the armature deform with Automatic Weights:


Any idea? I’ve just begin using Blender…

Cheers!

That’s usually caused by unapplied scales and rotations. In object mode, select each object and hit Ctrl-A before attaching your rig.

I’ve applied bot, Transform and Rotation individually to each one of the objects and happens exactly the same…

Upload blend file to http://www.pasteall.org/blend/

Here it is: http://www.pasteall.org/blend/21241

  1. Your armature’s scale has not been applied and every other object has unapplied rotation of -90 degrees. Take care of those first.

  2. Your armature is the Rigify Metarig, not the actual generated rig. This is just a customizable template that will be used to create your usable rig.
    2a) In edit mode, you need to make the rig’s pose match the character mesh’s pose. You’ve done this in pose mode, which is incorrect for a number of reasons.
    2b) Then you need to go back to object mode and hit the space bar, type in rigify and select “Rigify Generate Rig” to create the rig you will actually use.
    2c) Now you can parent your mesh.

Hi!

I’ve applied transformations to each object, including the metarig.
I’ve placed it in edit mode.
I’ve generated the rigs from the metarig as you said.

But I’m having some problems parenting. It’s not working, or I’m not making it in the proper way. Would you main to take a look?
http://www.pasteall.org/blend/21264

Cheers!

Now I’m not sure what’s causing it to flip that way, but I did just have a look at your model. I didn’t even look at the body mesh before, so I didn’t notice that you really are not ready to rig anyway. You need to retopologize first. I’m guessing you made this by sculpting with dynamic topology. That’s nice for getting a basic shape down, but you’ll need to make a new mesh that has good topology for rigged deformations before you go any further, because this one won’t deform well at all even if we do get it to parent properly.

Also everything but the body still has that -90 degree rotation unapplied.

I feel a bit stupid but… how can I know if are there any transformation or rotation unapplied? I mean, I’ve chosen each one of the objects in object mode and have pressed CTRL + A and chosen “Rotation & scale”. Am I missing anything?

I think I understood the problem…

Look at the scene with blenders Outliner window.
The human mesh is a child of an object (Human_LOD_0).
Human_LOD_0 does have unapplied transformations.
If you clear the meshs (Body_NoGenitals) parent, you will have that result you see if you parent it to the armature.

Try this.
Select the human mesh. (Body_NoGenitals)
Hit Alt-P (clear parent)
Choose “clear and keep transformation”

Now you can parent your mesh to the armature.

Yesterday I continua working on that.

@Siebeneicher yo were right, that was one of the main problems.

I’ve make a little test using a simple armature composed of 3 bones. The main mesh is moving ok, but not the rest:


Here is the updated file: http://www.pasteall.org/blend/21365

Cheers!

On the Brain Object… (Nervous_Cerebrum_MeshPart0) It’s proably best to Parent it using…
Select the Brain then the head bone… then Ctrl+P… then choose “Bone” instead of Automatic Weights…

On your nervous system object… you can’t really use “AutoMajic weights” either as in order for Automatic weights to work it has to reside inside (for the most part) a Mesh… that is not what is happing with your nervous system object (Nervous_Nerves_MeshPart0)

So you will have to manually weight paint that mesh to get it to deform to the Armature…

In your case easiest way to do that is to…
Select the Mesh (Nervous_Nerves_MeshPart0)… Tab into Edit mode… find in the Properties Panel the Object Data (triangle icon) … then vertex groups…
Now select all the vertices that belong to the lower body bone (bone) and hit the ‘Assign’ button…
Then select all the vertices that belong to the middle bone (bone.001) and hit the ‘Assign’ button…
etc…

that should do it…


I still need to tweak Nervous_Nerves vertex group, but that was the way!!

Thanks all you.

Good deal…