So I could weight paint my other model correctly (at last!), but when I switched to pose mode, the torso (which was split in two halves then joined together) started to “split” itself from its other half.
Could anyone help me out?
Edit: I meant ONLY “deform error” and not “mirror modifier” in the pictures as I thought I was using mirror modifier before, when in fact, I forgot. Sorry!
Looks like the character is splitting in half, like the verts down the center of the character aren’t joined. Have you tried selecting all the center verts and merging by distance?
Yes it looks like some vertices at the joint aren’t merged. But also, sometimes when you use the mirror function while painting weights, the vertices in the middle of the character don’t get weights. You need to uncheck mirror and paint them manually.
Ok, try this - in your last screen shot, you show the armature modifier. Enable all the icons to the right of the name of the modifier. (currently 2 are enabled and 2 are not) The icon that looks like an upside down triangle enables the modifier to work in edit mode for the mesh, but turn them all on.
Now, while in pose mode and showing your problem, select the mesh and enter edit mode for the mesh. You should now see the problem verts. Select two verts that should be joined and M-key → At Center and that should join the 2 verts.
If this doesn’t fix it, please post up the .blend.
It fixed the merging problem, but gave me the undesired effect (I don’t want the “hollow spot” on the belly and I wish it to be completely smooth/flat
Tips to smoothen out the belly?
(I’ve tried moving the vert. but still it gives me the impression of a “belly button” which I don’t want at all, not even sculpt can fix it)
Thinking that is 1 of 2 things. Could be a normals problem or there is a hidden face/edge somewhere.
Under screen overlays, there is an option to display face normals. Checking that will change the mesh into red/blue colors. The outside of the mesh should be blue, if it’s red in that area, then try recalculating normals - think it is alt-N.
To check for hidden edges/faces, hide parts of the mesh around the area and look for an edge or face connected to that trouble area. Probably would also see similar artifact somewhere else on the mesh.
Also noticed this -
Don’t know if those 2 verts should be merged, or they are just really close?