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When youre in weight paint mode, you can press F and use B to select faces, and press shift K to give them the currently selected weight.
Ответитьwhen skinning, it's easier to do with the default bones so you know what's what, altho i guess you could still do it with the bone shapes too...
Ответитьrigging is building and setting up the rig to match the model; skinning is applying the model to the rig. at least, that's MY definition :D
ОтветитьCan someone tell me which bones around the mouth are not suppose to deform? The actual bone beneath the nose or the location bones around the lower part of the mouth?
Ответитьhelp! on my wrist bone, its missing something around the wrist. because when i move the hand there's one tiny point that doesnt move, but ive checked all my weight paints, and even gone into edit mode and assigned all those verts... What did i do wrong?
Ответитьsometimes while weight-painting, you accidently paint on a different part of the model by mistake. for example, you may be painting the weights for the head, and accidentally run your "paintbrush" over the wrist, and you'll have the problem you said. so just go through all your bones (very time consuming, unfortunately) until you find one that has that area colored.
Ответитьthanks, i think i fixed it :) I'm not sure what bone it was on, but it just stopped doing that all of a sudden. :)
Ответитьyour rigs are teh bomb. lolz at wanting to punch something. ive been dealing with the same weight paint issues with a multipule mesh skin. i dont think there is an easy answer. i have a toon mesh that needs to be split at the joints. and my rig makes those loose parts deform odd. easy solution is to make the thing a solid mesh. but then it wouldnt work with the game system we are building. errr.
ОтветитьLets see , i import a model from makehuman and ai rigged it perfcect an wend y apply y have this error : BONE HEAT WEIGHTING: FAILED TO FIND MORE BONES....
Ответитьhey when i skin it with bone heat the arms of my mesh dont follow the bones corectly .. when i move the bones the mesh moves. but it jumps of the armature =/ .. how can i fix this?
Ответитьnvm i fixed it i had to disable vertex groupes and envolopes tog et it to deform right XD thanks anyway
Ответитьhello, im new to this.. im trying this part of your very helpful tutorial.. however, i came to a problem when i select the mesh, and then the armature, hitting ctrl+p ... make parent to armature, then create from bone heat... after that step, the shape of the face becomes deformed in some parts , like the chin moving a little farther to the right, etc... i really wanna know how to make a solution to this, thank you again
ОтветитьWhenever you hit "1" or "3" you get front/side view, and the camera is where you want it. Usually when I hit "1" or whatever, I go to front view, but the mesh is somewhere off to the side of the view. I need to zoom out and find it. Am I using something incorrectly? I have it set so that when I rotate the view, it rotates around my selections. Also, I have "zoom to cursor" enabled". Could these be screwing me up?
Ответить@wez201102 if you check out part 18 at about 8:23, you can see where i put the bend at the elbow. it's important to put this bend in there, so that the IK chain knows which direction it should go; if your arm is perfectly straight, the IK doesn't know which way to bend.
Ответить@linkanparkfan i have an Nvidia Geforce GTS 250 :)
Ответить@wez201102 ah i gotcha. check out this blendercookie tutorial i did, start about 39:30 and it will show you how to fix that: blendercookie(dot)com/2010/01/04/rigging-an-alien/
Ответить@wez201102 sounds like your Mirror Modifier might be causing that; If that's the case, try either Applying it, or moving it above the Armature Modifier
ОтветитьDid you apply the subdivision surface and/or mirror modifiers to the mesh before doing this?
Really helpful tutorials by the way! :D