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added 239 characters in body
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Here's another solution for slower computers: Parent it "manually".

Not exactly easy. But when I tried some of the above solutions, my computer was suddenly way too slow to pose the armature. Parenting it manually fixes this issue tho.

  • In edit mode, manually select some vertices nearby a bone. (for the object you want to parent to an armature)
  • Don't parent anything yet.
  • add these vertices to a vertex group.
  • name this vertex group exactly the same as the bone they're near.
  • do this for other vertices nearby other bones.
  • now parent the object to armature with envelope weights. Not automatic weights.
  • Now it's somewhat rigged. It may require more tweaking.

Yeah, it's not perfect. But this method let's me pose the object without major lag. I only had to do this for hair, so it wasn't too much work.

Edit: Before I manually parented it, I applied a decimate modifier using the planar option (8 degrees). This allowed me to reduce vertices without reducing quality, whereas the un-subdivide method immediately made it look too low-poly.

Here's another solution for slower computers: Parent it "manually".

Not exactly easy. But when I tried some of the above solutions, my computer was suddenly way too slow to pose the armature. Parenting it manually fixes this issue tho.

  • In edit mode, manually select some vertices nearby a bone. (for the object you want to parent to an armature)
  • Don't parent anything yet.
  • add these vertices to a vertex group.
  • name this vertex group exactly the same as the bone they're near.
  • do this for other vertices nearby other bones.
  • now parent the object to armature with envelope weights. Not automatic weights.
  • Now it's somewhat rigged. It may require more tweaking.

Yeah, it's not perfect. But this method let's me pose the object without major lag. I only had to do this for hair, so it wasn't too much work.

Here's another solution for slower computers: Parent it "manually".

Not exactly easy. But when I tried some of the above solutions, my computer was suddenly way too slow to pose the armature. Parenting it manually fixes this issue tho.

  • In edit mode, manually select some vertices nearby a bone. (for the object you want to parent to an armature)
  • Don't parent anything yet.
  • add these vertices to a vertex group.
  • name this vertex group exactly the same as the bone they're near.
  • do this for other vertices nearby other bones.
  • now parent the object to armature with envelope weights. Not automatic weights.
  • Now it's somewhat rigged. It may require more tweaking.

Yeah, it's not perfect. But this method let's me pose the object without major lag. I only had to do this for hair, so it wasn't too much work.

Edit: Before I manually parented it, I applied a decimate modifier using the planar option (8 degrees). This allowed me to reduce vertices without reducing quality, whereas the un-subdivide method immediately made it look too low-poly.

Source Link

Here's another solution for slower computers: Parent it "manually".

Not exactly easy. But when I tried some of the above solutions, my computer was suddenly way too slow to pose the armature. Parenting it manually fixes this issue tho.

  • In edit mode, manually select some vertices nearby a bone. (for the object you want to parent to an armature)
  • Don't parent anything yet.
  • add these vertices to a vertex group.
  • name this vertex group exactly the same as the bone they're near.
  • do this for other vertices nearby other bones.
  • now parent the object to armature with envelope weights. Not automatic weights.
  • Now it's somewhat rigged. It may require more tweaking.

Yeah, it's not perfect. But this method let's me pose the object without major lag. I only had to do this for hair, so it wasn't too much work.