Skinning for a face?

Using Blender’s Automatic Weights:

  1. Looking for the best way to skin a face with many bones and export it to UE5: I’m using AutoRig Pro for the face…

  2. Is there a way to skin weights like Maya with weight normalization?

    a. For example, if I assign BoneA a 0.6 weight to a vertex, BoneB will automatically get adjusted to 0.4.

  3. If the geometry is UV’d, can I select the vertex on the UV and assign weights?

  4. Does Blender have similar to Maya’s component editor?
    a. For example:

In the Tool Settings (Top icon in the Properties window tabs) > Options > Auto Normalize. The Options Drop down menu in the 3D view top right corner is the same. There is also a Normalize (and Normalize All) option in the Weights menu.

In the vertex groups… Data Tab (green Triangle icon) you can assign vertex weights.
Also in the 3d view side panel > Item Tab is a vertex weights panel for adjusting weights / Normalize button etc… You select a vertex, you see its data.
Not as detailed as the Maya one… Almost embarrassingly simplistic…

If you turn on this Vertex Selection Option you can pick the vertices in weight paint mode and see their stats in the side panel…

Vertex

Thank you, Matakani. in your experience, is there a good way to edit weights for a eyelids, cheeks, brows and lips in Blender?

Weight paint little by little the values by using draw brush, smudge, blur harsh weight transitions and maybe average can help in that in some cases… And no don’t expect anything to be automatic here, all gonna be done by hand most of the time. And be careful with normalize all it gets buggy I recommend do it individually per vertex group if necessary, and also auto normalize will forcedly do that so you will loose smoother weight transitions if any…

Ah also blender internally already will “normalize” (not the exact word for this case but is similar) the weights without editing the vertex group weights, so all assignments to single or more vertices get subtract/mix automatically as long as the bones are marked as deform and have weights affecting that ofc…

If the geometry is UV’d, can I select the vertex on the UV and assign weights? Sorry to ask this question, I’m just now starting to learn Blender.

Re-read my answer (I just edited it), yes turn on “uv sync” button in uv editor to select or deselect Island but only work if everything is selected first, (also a hack in case you don’t know what uv is which one from the mesh you can select the mesh Island and identify it in the Uv editor) so to only select the uv island you want turn that off instead and press “L” for pick linked select over that area of your model and mark the seams option and press L again over the any mesh Island if their are together, also keep that selected and go to weight paint mode you can turn on vertex mask button and you should be able to only weight paint that selection area.

Thank you, Blender is very differnet from Maya, I will try to find a video on this UV workflow and vertex skinning in Blender.

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