Hello all,
So I’m using blender and a game software called Unity (perhaps you’ve heard of it?) and the problem is when you import an animated character into unity from blender some of the vertices are somehow “not parented to the mesh” So you have to go back into blender and paint the skin weights for every single bone (in my particular case a hand and all five finger :eek: ) Is there a quicker/easier/better way to do this?
You don’t have to actually paint the weights in, you can also assign weights manually. In the vertex group buttons, select a group, then select just the vertexes whose weights you wish to change, then adjust the weight slider, and press ‘assign’. Also there is auto rigging, which works well most of the time, but not for everything. to do that you just select the mesh, then shift select the armature and hit ctrl P, and choose ( depending on which version youre using ) , 'automatic ( i think ), or ‘bone heat’.
Thanks for the reply. I’ve been hearing some buzz that binding it with bone heat might do the trick, I’m working in 2.5 and bone heat isn’t an option for the parenting method, how would I find that? AND I’v heard that selecting the mesh then using cntrl + a ( “scale and rotation to obdata”) fixes the problem, but that looks like it’s old blender cause i’m not getting that option in 2.5, how would i get that option in 2.5???
Alright, well it looks like I may be able to save myself a bit of trouble depending on the bind pose I use, It’ll take some more time and experimentation, thanks for your help!!