Hello!
I’m following a book - A hands-on guide to creating 3D animated characters(second edition).
After Ctrl+P it looks like that.
Can you help me?
Is that armature in rest pose? Are all character objects unparented mesh objects? Is scale and rotation applied to all characters objects and to the armature?
No, it wasn’t in rest pose. When I choose rest pose it looks normal.
Face and cap are not unparented. Cap it’s three meshes. Face + eyebrows are different meshes.
Scale and rotation were applied to all objects. But it’s not applied to armature.
Generally speaking, auto weights isn’t going to work great on it’s own. You nearly always have to do clean up. Are the arms and legs moving ok?
You’re probably going to have to tweak the weights for the head bone, and some other parts of the character. It’s one of the joys of rigging…
Arms and legs don’t move. Actually only chest and pelvis move good.
I applied scale and rotation to the armature. But it didn’t help.
You applied scale and rotation, unparented all character objects from whatever they’re parented to, and reparented to the armature?
It’s true, separate meshes won’t get autoweights well. But there’s more going on than that.
I don’t see any differences in the armature between the pics. If rest pose is okay, are there transforms in your ugly pic? If there aren’t, you also have some constraint issues.
Actually, I took other file (before Ctrl+P). Applied scale and rotate to the armature. And then press Ctrl+P.
In rest pose everything looks great. All objects are ok. But only in rest position.
Then, probably among other problems, you have some constraint issues.
Feel free to link a .blend.
053.blend (1.7 MB)
I didn’t parent it in this file
Your rig is full of dependency problems. For example, C_finger_1.R has an IK constraint targeting H_finger_1_ik.R. But H_finger_1_ik.R is parented to C_finger_1.R. Which moves which?
As far as I can tell, the rig is full of issues like this.
Ok, I have to check all of this.
Thank you.