Forum: Blender


Subject: Rigging ccharacters been at this all dam last year.

Zak666Williams opened this issue on Jan 11, 2014 · 3 posts


Zak666Williams posted Sat, 11 January 2014 at 9:48 AM

so i rig my character and when i go to animate it the mesh streches and leves bits behind. I used the "automatic waits" and been looking all over the net and youtube to find a salution.

 

the bones go from the body up to te head and this bone is ment to make the head move.


RobynsVeil posted Sat, 11 January 2014 at 4:07 PM

I take it you've had a look at the "Rigify" plugin?

Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2

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pauljs75 posted Sat, 11 January 2014 at 5:17 PM

You just have to weight paint manually after having automatic weights applied. Automatic weighting does a very good job, but usually it seems to get 95% of it. That last 5% (like the inside of a mouth or exents of the head or limbs) is what you have to get.

However it's not too hard, and you can even select bones to see the vertices that are weighted to them... I found a video that explains it. (I even remember seeing a better video, but can't seem to find it again. This one lays out the basics needed to do it though.)

https://www.youtube.com/watch?v=W_sfan8OchA

One last bit... If I recall, if some stray verts are a problem you may need to check the auto-normalize and/or multi-paint options. Also you can re-pose and go back to weight painting to get those pesky stray vertices assigned to the proper bone vertex group. (Not to mention re-posing before going back to painting makes it really obvious which verts aren't moving with the armature as they should.)


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