hello guys i have a problem with this rig, i wondered if any of you can tell me whats going on in the most of body area…i want to keep the weightpaints like it is, because i had to almost hand paint it (this was originally from a automatic weightpainting i guess), so i attempted as possible to get those weights fine for the deformation also i used the smooth tool for more smooth transition, but if is necessary you can add more weight to parts that are not assigned (but this is supposedly to be assigned already but then i dont know why its happening this??..) maybe i over painted the weights? link: https://drive.google.com/file/d/1Is-tQCXkevVMCf1Qv8XBLgCOer-p7jx5/view?usp=sharing
you won’t be able to fix it on the fast one, probably reassign it and regard it as training.
But I noticed in your scene that the auto-normalize was off and should be on during weightpainting so the weight of a vertex will always end at 1.
you could also if you start over again take out the bones that control for example the fingers from the deformation.
Then you will work/weightpaint with less Bones.
that’s life, or rather rigging!
Walt
hello for what exactly auto-normalize works? yep i had to reassign everything again, and it kinda worked again, also i tweaked the original rig to have a more correct bone position like any character rig, some differences were noticed when using corrected bones, also i realized later i was having a problem with the vertex groups, the clothes bones/vertex groups were influencing the body causing a lot of bugs, so i could remove them after realizing of that a few hours … tho please check this file now, i still see a rare problem when i rotate the neck/head bone, is influencing a few vertices below of that area but that area is not supposed to be weighted or assigned…other issue i have is that the shoulder/armpit and thighs are deforming pretty badly, but maybe is not my fault, i tried adding a few pulling bones to armpit area to fix the deformation of the arm (delete the bones for a moment and see of what i am talking about) also the clavicles are kinda little bad in the shoulder if i over rotate them forward and i cant use shape keys to correct this issues because this is not supported for animation in other program called SFM that there will be animated and not in blender…do you have any tips to fix deformation issues better when using just bones? https://drive.google.com/file/d/1qVKEh6M0SooQVx6nLIclU1egD2c2ck12/view?usp=sharing
Hello,
normalizing prevents that a point gets more than 1 as value, a point should only be weighted within 0 to 1,
What I can recommend is that the geometry is resolved/dense as little as possible, rather use subdivision-modifier to arrange it in the stack because the geo is very dense.
The make nice modifier is the Corrective_Smooth-Modifier !
(In other 3d-packages called Delta Mush)
even after the armature modifier, not too extreme the values: factor
.5 Repeat max 10, try how far the value works, sometimes a weightmap is better .
But first the weightpainting should look perfect!
Than on top the Correction.
Weightpainting in Blender is in my Opinien painful and not very intuitive,
in general you should always paint with low values,
Add, Subtract and Blur are the modes I work most often with.
I change the timeline to e.g. 10 frames! then i give the Bone where i weightpaint a
little animation then i start painting and see when it will look bad/good in animation.
The foot ValveBiped.Bip01_L_Foot works into the upper arm,
first I thought it was the leg, then I twisted the lower leg and so on, and finally it was the foot,this affected the Armweights!
Sometimes you can search and find these wrong weights by selecting one point
in the sidepanel there is a list showing wgich bone affecting this pointweights.
You didn’t choose a simple figure, but even if it is a simple figure, the shoulder is one of the most difficult regions to rig/weightpaint.
I can’t help you too much because I’m still in the “cursing phase” myself, I still work with Softimage where the weightpainting and the whole workflow is fun, there is still a lot to improve in Blender to work effectively.
Did you just want to pose the character or animate it?
If so, I miss the IK-Ctrls and you have to pay attention to how the bones are aligned so that they move in the right axis when you rotate them (the toes are too twisted to rotate them “anatomically correct”, if it’s just a pose at the end it will fit with the arrangement.
This is a nice feature because you can fix this in edit-mode and there rotate roll
to fix the range of motion
I suffer with you, if you have time,make one day rest throw the rig out and delete the vertexgroups from the rig and for this character the Blender-Rig (Rigify)
will work perfectly,
load the other geometries later and then we’ll see.
On blender_cloud are right now some tut about weightpainting
free and on youtube
good to know: https://www.youtube.com/watch?v=cci2sQxSMgQ
test still not working with correction-modifier done in 2.9
Zeldatest.rar (4.1 MB)
Walt