Good day, community.
I’ve only recently started into using Blender and have no previous real 3D modeling experience. So far I’ve done a few minor projects and quite happy with Blender and what I’ve learned.
Now I’m trying to dive into rigging mesh body parts to a skeleton. I’ve followed instructions on how to rig with automatic weights, works for most of the object but some of the vertices are frozen… so some of the “leg” (for instance) moves but stretches the rest.
screenshot here: https://www.dropbox.com/s/ptjnhgadp2b0y3v/blender%202013-03-08%2015-25-53-06.jpg
Has anyone come across this problem before and/or fixed it?
This happens to everyone, it is because the vertices that should be moving with the bone are assigned “weighted” to another bones influence here it looks like the leg has some weight from the foot assigned to it.
What you need to do is in weight paint mode, select the a bone move or rotate away from its starting position, then look for the vertices that are out of place that should be moving along with the bone. Then manually weight paint them and they will snap straight to the bones influence where you want them to be.
It is a difficult concept to explain but use the above explanation and with a bit of trial and error you should come right.
Ok, looking good so far, thanks for that But i have a few vertices which are currently linked to the wrong leg, they are being moved out of place very slightly when the joint is moved to an extreme. I’ve tried using the “Subtract” brush all over them but that doesn’t seem to fix it. How else can i remove vertices or an entire object from being linked to certain bones?
Hi again, Well Off the top of my head I would recommend selecting each bone in weight paint and see if any obscure bone would perhaps be affecting it.
But an easier way to get back to a fresh start on these problem vetices…hmm keep up with me now select your mesh go to your object data panel and you should see a vertex groups panel. Click add a new vertex group and name it test or whatever, making sure this new group is selected tab into edit mode and select the vertices in the problem area making sure to press z to get into wireframe so you grab them all…
once the ones causing problems are selected go back to the vertex panel and click assign, then move the weight slider down to 0. This will ensure that they have no weight assigned to them and you can then repaint them to the mesh again.
alternatively the opposite could be applied by simply selecting them and assigning the weight to 1 if this is needed.
let me know if this might have helped. but generally as I said trial and error, but I have a feeling you might have had limit selection to visible turned off. so either z key in 3d view or switch on the limit selection to visible.
WONDERFUL!!! I took it a step further and just clicked ‘remove’ with all the joints selected that i didn’t want to affect it. Now it is all moving properly. Thank you so much Velve