I’m using rigify to rig this humanoid model I made, and I’m trying to parent them with automatic weights. I’ve grown quite frustrated over this issue, as I see in many tutorials where automatic weights works perfectly for them. Yet I get this:
Any ways where I can get blender to recalculate the weight paint or have it be more exact with it? I really don’t want to manually weight paint 66+ vertex groups…
It’s not the best topology for animation, but it shouldn’t cause those issues.
You mention redoing the normals. Have you tried applying scale to both the rig and the character, and then redoing the normals, and redoing auto weights after that?
Yes, you can upload it to google drive or somesuch, and share the link. Just remember to set permission to “anyone with link” if you use google drive so you don’t have anyone bothering you for permission to download it.
I’ll look into it, I thought you only really had to retopologize if you have a super detailed model and wanted to make the animation process less laggy. But idk I need to do more research
Your faces are reversed. So I redid the basic steps, applied scale to both rig and object, then recalculated normals outside, and it worked as excepted.