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enter image description here

I tried to set up a rig into my character as you can see in the image. However, I have two problems :

A. When I move the rig, the geometry gets distorted crazy.

B. Whenever I move any joint, the pose mode lags so slow. All the joints do not bend as smooth as they are supposed to be in Youtube tutorials. Here are my approaches to the problem, which did not work :

  1. Since the body mesh had 'Multiresolution' modifier on, I thought it was the excess number of geometry that is causing all the lagging and making the computer difficult to process. So I deleted the multires modifier and tried it with same rig. However, both the lagging or the crazy distortion of the model did not disappear.

  2. I did not tried the weight painting method in rigging which most blender tutorial demonstrates, because just like the pose mode, the weight paint mode lags crazy. Maybe that is the problem, but I will give the description of how it looked when I entered weight painting mode: The character was in full dark blue with no red or green colours. Would there be any other approaches to solve this problem? By the way this is the tutorial that I followed : https://www.youtube.com/watch?v=TL45rxB30_o

Also, here is the file of my mesh : https://drive.google.com/file/d/1URSnA5C7Wp66RLt6UQEupGX9waX3DQpk/view?usp=sharing

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  • $\begingroup$ hello, for the moment we need an authorization to download your file, please allow anyone ;) $\endgroup$
    – moonboots
    Commented Jul 12, 2020 at 13:17
  • $\begingroup$ Sorry. I changed the setting. Is it working now? $\endgroup$ Commented Jul 12, 2020 at 13:24
  • $\begingroup$ yes it works but it makes my Blender crash, I hope someone will be able to help ;) $\endgroup$
    – moonboots
    Commented Jul 12, 2020 at 13:31
  • $\begingroup$ Maybe because of different version? I am using 2.8.2. $\endgroup$ Commented Jul 12, 2020 at 13:58
  • $\begingroup$ or please tell me the exact name of the mesh object and armature object so that I can append them $\endgroup$
    – moonboots
    Commented Jul 12, 2020 at 14:08

1 Answer 1

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So to fix your problem:

  • Disable the Multiresolution modifier, because it makes your computer lag (before parenting you need to bake the multires normals so that you can use a low-poly object instead).
  • Apply the object scale with CtrlA > Scale (explanation about object scale here).
  • In Edit mode select all and press ShiftN to recalculate the normals.

To avoid parenting bugs it's always better to apply scale and rotation and to make sure that the normals are correctly flipped.

The file is here.

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  • $\begingroup$ Thank you so much. So it was the multires creating all this problem. But now my only concern is because I deleted the multires, I lost the body forms that I created with sculpting. How can I maintain this rig with the initial form that had the multires on? Should I consider retopology? $\endgroup$ Commented Jul 12, 2020 at 15:01
  • $\begingroup$ no it was not the Multires, the Multires made your computer lag, actually try to work with meshes as low-poly as possible. Before parenting, once you have sculpted your object with the Multires, bake the normals, so that you'll be able to use what you've sculpted as fake 3D, maybe follow a tutorial on this topic. Bad parenting was caused by the non-applied scale (rotation was applied) and the flipped normals. $\endgroup$
    – moonboots
    Commented Jul 12, 2020 at 15:04
  • $\begingroup$ Oh.. now I get it. When you mentioned non applied scale, did you mean the fact that I applied y+ axis align to all arm and leg bones? Maybe that was the part of the problem? Or is it simply me not using the mesh scale? $\endgroup$ Commented Jul 12, 2020 at 15:13
  • $\begingroup$ I'm not sure what you mean, you need to apply the object scale and rotation before parenting to avoid any bug, please click on the link I gave in my answer, or find any explanation on what are the object scale, rotation and location in Blender $\endgroup$
    – moonboots
    Commented Jul 12, 2020 at 15:21
  • $\begingroup$ Oh nevermind I think I thought kinda wrong.. I am now looking for tutorials on baking normals, and I found it is done to use a normal from high poly mesh to a low poly mesh to give it a similar effect and yet using a lot lower polygon. Is this what you are talking about? youtu.be/f1fynKtys-Y $\endgroup$ Commented Jul 12, 2020 at 15:26

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