Weight paint works fine before i move bones.
After moving boned in weight paint mode, mesh is correctly moved as painted
But physically mesh is still, and painting isn’t working on visiable mesh.
Mesh pretends to be in rest position and heavy distorting when moved
Shape keys (flatten features) doesn’t change how paint works
||I will upload the file and screen after power will be turned on||
So weight paint works fine? And you can move a bone in weight paint, and it’s still fine? The mesh moves with the bone?
What do you mean by this? In pose mode, while moving bones, the mesh doesn’t move?
This statement makes me think you missed an important step. Both the mesh, in object mode, and the armature in object mode, should share the same point of origin, and loc/rot/scale of each object should match each other.
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So you understood wrong
painting weight on REST pose is fine
when you move bones, weight WORKS as intended. But ability to paint is scuffed.
I can paint in rest pose, but i need deformation to see what’s wrong, and when bones NOT in rest pose- the painting isn’t working
Hi Zlat, I changed the order of your modifiers and put the Collision under the Armature. Also I disabled Auto-Normalize, this sometimes stops you from painting some areas. These two allowed me to paint normally even on a diferent pose.
Try these, i hope that works.
You can’t have both Collision and Armature, they’ll recursively break each other. You have to bake one or figure out another way to get the same effect
This is last update. Weight paint is messed up by a collision modifier from physics
Thank you all who helped me!
Just if anybody is interested why i have colision mod. on my mesh, i used physics stiching for top clothing. and forgot it ever existed, fixing the finished model (jacket) and deleting the physics , but not from OG mesh
Frankly I’m more worried about the Mirror modifier. I mean trying to weight paint to vertex groups for each bone, while the mesh is technically only really ‘half’ there.
If one is at the weight painting stage, then modelling should be basically done and as such the Mirror modifier is applied.
Or maybe it’s just me that is always concerned whenever I don’t see the Armature modifier at the top of the stack.
Agreed! I noticed the mirror modifier and could only weight paint one side of the mesh, but I was more focused on weight paint not working. Which worked for me in 4.0.2
Can you explain this more? I spent a ton of time trying to get a cloth sim to work on a rigged character and couldn’t get it to work. The character was rigged and had an armature modifier on it. The character also had a collision modifier on it to work with the cloth sim. No matter what I tried for cloth sim settings, I couldn’t get the sim under control. It was always too ‘bouncy’ or ‘floaty’, never acted like it had weight like a heavy garment would have.
Let’s think of armature and collision as office workers. In a perfect world- or other softwares- these workers would be on the same team, bordering cubicles, sharing information back and forth and collaborating in real time.
That’s not quite how Blender does it. Instead, collision and armature are two different workers in two different buildings. They both start with the same data at the beginning of the first workday, or frame, they both make their calculations, and they turn in their data and the end of the day (frame). Obviously, this data is going to be completely different, since the workers have no concept of what the other is doing, nor is there any communication happening during the workday.
A third party contractor comes in to both buildings each day and gets both sets of data. The data is consolidated- whichever modifier is first is applied, then the other, leaving one set of data that does not match what either worker turned in.
Next morning, the contractor takes this single data to each worker, and they do their calculations again. Because they are now working from data that does not match the last frame, both calculations are wrong. This problem compounds the longer it goes on. What you’re describing with non-physical cloth simulation is the direct result of this.
If you’re wondering why, it’s because armature and collision use two separate engines with two separate solvers on two separate timelines. In fact, they even have different schedules- physics uses subframes, armatures do not. To make things worse, the solvers run in parallel. No data is shared until after the calculations are made.
The only thing they have in common is the vertex data, which, as I explained, is only correct at the beginning of the first frame if you’re using both.
The only way you can successfully use both is luck. It’s certainly possible, you just have to understand that the data is wrong on every frame and constantly getting even more wrong