Hello, i made a simple uv sphere and wanted to deform the mesh using bones.
so i made three bones that are supposed to deform the mesh, they do deform the mesh but when i try to weigh paint the different areas that are supposed to be deformed i noticed that this weight paint is not properly working, i would imagine that the more red the mesh is painted the mesh gets deform more than if it is just slightly green. and that there is a proportional fallof system for this weight paint. in my example file you can see that the part that is supposed to be slightly deformed gets actually deformed way to much, like if that part has been painted red or something also there is no smooth movement of the mesh surface when moving the bone.
Does anyone know the solution to this?
I can’t look at the .blend as I’m currently running too much Blender as it is ;), but the usual problem here is that you have vertices with weights assigned to only one bone. In that case, it doesn’t matter what the actual vertex weight is, it will act as if the weight is 1.0, because Blender “normalizes” the total weight on any vertex. Normalization means setting the total sum of weight to 1.0, so if only one bone has influence, it will be normalized to 1.0 regardless of the actual weight.
The solution is to assign weight to the problem vertices for another bone. This bone does not have to move but it must be a deforming bone. The weight you assign will be combined with the other bone before normalization, and that will make the other bone’s influence properly proportional.
one more quick question, when you do weight paint for one bone on the left side of the mesh, how do you mirror that exact weight to the same bone on the other side of the mesh?
no another problem has occured actually, i am trying to apply this same method with human baserig in blender on a human mesh, and i putted a root bone that has all the vertices assigned to it in the vertex group but then when i try to turn the head to the left or right it becomes smaller the more i turn and when i unassign the vertices from the root bone the head stays the same size but then my mesh does not does not deform proportionally with the weight colors???
does anybody know why