0
$\begingroup$

I am learning rigging in blender so I made this:

enter image description here

The bones work fine with everything except for the upper arm on both arms. Take a look here: enter image description here

Here is my rig:

enter image description here

enter image description here

$\endgroup$
  • $\begingroup$ please share your file: blend-exchange.giantcowfilms.com $\endgroup$ – moonboots Jun 22 at 17:29
  • $\begingroup$ @moonboots Here you go :D <img src="https://blend-exchange.giantcowfilms.com/embedImage.png?bid=LykKoePS" /> $\endgroup$ – Mahmoud Shalabi Jun 22 at 19:15
  • $\begingroup$ so it looks like you've parented With Empty Groups, you need to select a part of your mesh, for example the chest, then go in the Properties panel > Object Data, Vertex Groups, find the group with the name of the bone that is supposed to control this part (here, Chest) and click Assign $\endgroup$ – moonboots Jun 22 at 19:24
  • $\begingroup$ @moonboots thank you so much, i will try that and let you know what happens! Can you post theat as an answer? $\endgroup$ – Mahmoud Shalabi Jun 22 at 23:45
  • $\begingroup$ ok, done, I've added some precisions ;) $\endgroup$ – moonboots Jun 23 at 5:32
0
$\begingroup$

So it looks like you've parented With Empty Groups, which makes sense for an object like a robot, which is mechanical and not organic.

For a human, With Automatic Weight would be preferable, it would automatically create as many vertex groups as you have bones, and assign these groups to the vertices that these bones are supposed to control. But you'll have smooth transitions between vertices groups, as it is what is supposed to happen in an body.

Smooth transitions between vertex groups is not what you want for a machine, because a piece of a machine is supposed to be only controlled by its own bone. In that case, parent With Empty Groups, it creates as many vertex groups as you have bones but for the moment it doesn't assign them to any vertex, you'll be the one that will assign each group to the vertices you want, without any transition.

To do so, once parented With Empty Groups, you need to select a part of your mesh, for example the chest, then go in the Properties panel > Object Data, Vertex Groups, find the group with the name of the bone that is supposed to control this part (here, Chest), click Assign, and so on fo the other vertices.

Little trick: To sort the vertex groups by alphabetic order, click on the down arrow button on the right of the vertex groups list and choose Sort By Name:

enter image description here

| improve this answer | |
$\endgroup$
  • $\begingroup$ Thank you for taking your time to do this, I am still having trouble, is it possible to have a quick video to show the steps because I think maybe I just misunderstood... Sorry for bothering you :D $\endgroup$ – Mahmoud Shalabi Jun 23 at 14:26
  • $\begingroup$ what step don't you understand? $\endgroup$ – moonboots Jun 23 at 14:37
  • $\begingroup$ Well first of all I never made any bones called foot.l, foot.r etc... So where did they come from?? Sorry if these are simple questions im really new to 3d modeling :D $\endgroup$ – Mahmoud Shalabi Jun 23 at 15:06
  • $\begingroup$ I can't tell, if they haven't been created by the parenage it means these groups were already existing in the mesh, someone hase created them, but you don't need to worry about that as long as it doesn't cause problem (you can also delete them if they are not useful) $\endgroup$ – moonboots Jun 23 at 15:12
  • $\begingroup$ Im also not sure what to do with empty groups, I got a bit confused there $\endgroup$ – Mahmoud Shalabi Jun 23 at 15:16

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.