I have some weird problems with the weights, I’m rigging a face, and maybe the problem is there are too many bones close to each other.
The problem is, if I paint a vertex with a weight of 0.001, that vertex act as it has a weight of 1.0, no matter I change the weight to 0.5 or whatever, always stay as you can see in the image with the left eyebrow, as it have a weight of 1.0.
I tried to use the option Auto Normalize in the weight brush and it seems fixed the problem, but then, when I switch to other bone, for example the right eyebrow or the left upper eyelid, my weights have completely changed and completely distorted. If i try to fix them, when I return to the left eyebrow bone, every weght has a new weighs completely changed and distorted.
Does someone knows whats happening and how to fix it?
Why are you painting weights with 0.001 weight? If you’ve only got the vertex weighted to one vertex group it will act as fully weighted. You need to weight it to two bones for the weights to actually have an effect.
Ahhh you’re right, that’s the problem, what I do is: assign automatic weights, and then I retouch weights manually. The problem is I have too many bones close to each other in the face, and the auto assign does a bad work in weight paint.
If I use the auto normalize option, it assigns the other half weight to a bone I don’t want, so if I remove weight zones from the eyebrow bone that was affecting the cheekbone that i don’t want, the auto normalize assigns it to the nearest bone that is the eyelid bone, then when I close the upper eyelid, it moves part of the cheek. It should have an easier way to assign that weights i don’t want to the head bone and not the nearest bone that is the eyelids bones.
This is getting so complicated, I think I’ll have to use bones to control the facial expressions as shape keys and forget deforming bones for the eyebrows and eyelids.