Hello! I’m having some issues with a door I’m trying to rig and weight paint. My issue is that, while the parts of the door a bone should affect are fully red, the bone does not deform the whole mesh, more like 50% of it.
See, this is the base bone, all good:
It looks like every section is 100% weighted to the bones at or above it. You really don’t need to do that.
Each section should only be weighted to the bone that’s inside it, with maybe a little overlap between them in the “soft” sections.
That 50% issue you’re having comes from the bone trying to move something that’s also weighted 100% to the bone behind it, that isn’t moving. You didn’t see it when moving the root bone because all the bones were moving in the same way.
I’m trying to make it so each section moves 100% the upper section and so on, starting from the lowest bone. So painting each section fully red on their specific bone should fix it?
Yes, at least if I’m understanding you correctly. Because the BONES are parented in a line each bone moves the one that’s connected to it up the line. So the first bone moves ALL the bones, the second bone moves ALL the bones EXCEPT the first, the third moves all but the first and second, and so forth. And each section that’s weighted to the bone will move with it, even if it’s not weighted to the bone below it.
Already tried that, but the squished parts of the door wouldn’t deform then. It would leave gaps when moving the sections 70-ish degrees (which is how the door moves, it’s an “overhead door”)
I think you need to flip all the bones so the top bone is fixed at the top, edit mode, select all bones and hit Alt F (armature menu switch direction).
The bottom section’s bone needs to be the one controlling all sections, because essentially that one goes up and down. The sections above that one rotate about 90 degrees so they can form a “ceiling”. Like this:
Edit
I realized that this setup distorts the door panels a bit. To avoid that you can use a plane and solidify + bevel it after the curve modifier. for it to work without overlapping you have to curve the angle a bit.