Having a bit of a nightmare skinning the attached model using automatic assignment (bone heat). There seems to be a problem with the vertices around the eyes.
I’ve provided a simple armature, the one I’m actually using is more complicated, but the model fails to skin with either.
I quite don’t get what’s exactly the problem. Did you just apply automatic weights and got this results?
The face is a complex form and it will always require manual weight painting to get it right, specially the mouth.
Also, the way you put the bones around the eyes are not the best setup I think. If you want more control for the eybrows you should put both a deform and controller bone. But maybe you already know that.
Yeah sorry mate, but I’ve used this setup on 2.49 and it was fine.
The bones don’t have anything to do with the eyebrows, they are to make the eyelids bulge when the lens moves under them,.
This is what it looks like in 2.49. and there was no manual weighting used at all.
If you think that the weighting that auto assign has come up with is ok then I don’t think you’ve looked at it properly. Try rotating on of the bones in the middle of the head. There is no reason for verts right next to each other to behave so differently. Thats not how bone heat should work./
Yeah cheers pappy I did that too. I think it might be because I have some verts around the eyes occupying the same coordinates. Which I don’t think was the case in the old woman model. I’m not at home at the moment so I’ll have to check later.
Oh, sorry, you didn’t mention you were comparing this to 2.49, I used it only for 1 month after switching to 2.5, so honestly I don’t know if automatic weighting worked better there than in 2.5. Of course I don’t think it’s assigned properly, my first impression was it had very few bones for many areas. I did facial rigs and had to assign a lot of bones to get good control, and much manual tweaking, if I didn’t have bones for certain areas, some bones tended to do weird assignments.
Anyways, looking at your videos, you got amazing results for facial animation in 2.49, it’s very cool how you got those natural movements only placing bones in the correct position. All tutorials and models I take a loook at, had a lot more bones and required some sort of manual weighting. But maybe you had those ones in the more complicated armature you mention. Will look forward for this post and more of your works!
cheers
ps: OMG, I just realized the latest build of 2.55 came with indicators of which bone layer is used or not, finally! I thought on your file you were using some kind of script.
Hi guy’s thanks for looking into it for me.
I’ve worked it out now. I use a very old-school method of getting sharp corners on sub-div models. I place adjacent verts on top of each other which is a very quick way of creating a crease or corner. Anywoo it corrupts the verts around it when you use bone heat.
I’ve submitted it as a bug but I have a feeling they’re going to tell me to “stop bloody well putting verts on top of each other” rather than fixing the bug. Fair enough really as I’m almost certainly the only blender user to user that method.