Well, crap. I find myself here again. Not that I don’t love you people. xP
I made Big Squidy here:
Honestly my cleanest model to date. Everything seemed to fit nicely. I got back into Blender once I learned how to animate UVs, which solved all my problems with eyes. I like doing Nintendo-style characters, so it was a must.
I don’t really get it. I thought it had something to do with the weight, but after painting the maximum influence on the mesh for the bottom-most bones, the mesh still dragged. What am I doing wrong here? In fact, lag in the mesh all of a sudden appeared in ALL of the bones. I could have sworn it was working properly when I first rigged it, until I tried messing with IK, then I think I did something along the way that f-ed it up.
First, when writing a post here on BA.org, clicking on the ‘go advanced’ button at the bottom of the text box will give you a new text box to write your message with more advanced options to insert stuff into your post. This way you can upload images and insert them in your message for everyone to see without needing to click on a link and wait for a page to load. This might help you to get help as some may not want to wait for web pages to load. Put it all right here for everyone to see.
Now this:
I don’t really get it. I thought it had something to do with the weight, but after painting the maximum influence on the mesh for the bottom-most bones, the mesh still dragged. What am I doing wrong here?
Auto weighting can sometimes do a sloppy job. Parts of the mesh that are screwing up might be weighted to another bone in another limb. Painting them to maximum influence for one bone won’t fix this by default. By default, in blender you can weight paint 1 vertex to as many bones as you want and the weight gets averaged out. Paint a vert 100% to 2 bones and it’s weighted 50% to each bone. When in weight painting, on the left tool bar is an option called ‘Auto-Normalize’, enable that when working. What this does is equal out the weights as you paint, as you apply paint to a vert for one bone, it will subtract weight from other bones affecting that vert.
If you select the mesh in object mode, go to the modifiers and find the Armature modifier. Enable all the buttons in the top, 4 total, now the modifier will work in edit mode. Enter weight paint mode, tab into edit mode and select a vert. On the transforms panel (right side of 3d view) you will find the weights for the vert so you know what bones are weighted to that single vert.
In fact, lag in the mesh all of a sudden appeared in ALL of the bones. I could have sworn it was working properly when I first rigged it, until I tried messing with IK, then I think I did something along the way that f-ed it up.
I don’t know, but maybe try disabling auto-ik and see if that helps. If it does help, post about it and I’ll explain what I think your problem is…
What are the blue items that are getting distorted? Suckers? Are they separate objects or part of the main mesh? What does your topology look like? Do you have any unapplied scales, location or rotation on your mesh or armature?
It’s hard to give any answers for mesh and armature problems without a blend.
First, when writing a post here on BA.org, clicking on the ‘go advanced’ button at the bottom of the text box will give you a new text box to write your message with more advanced options to insert stuff into your post.
My apologies, it’s been a long time since I’ve been on here, lol.
When in weight painting, on the left tool bar is an option called ‘Auto-Normalize’, enable that when working.
I knew there was an option for that, but I didn’t know what it was called. Thanks! That’ll come in handy in the future.
I don’t know, but maybe try disabling auto-ik and see if that helps. If it does help, post about it and I’ll explain what I think your problem is…
I tried that first, but it didn’t really affect anything.
It’s hard to give any answers for mesh and armature problems without a blend.
I was thinking about posting a .blend file here for you guys to look at, but then I logged on this morning (see attachment):
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(And yes those are suckers.) Huh, it appears the problem solved itself somehow. I haven’t really done much to it before now, so I’m not sure what happened. I just gotta fix those suckers, and we’ll be good to go. Sorry for wasting yalls time. Blender is an enigma. :spin: