I have a bear mesh that is the combination of meshes from different files/different “versions” of this bear. Some parts of the mesh are disconnected/overlapping.
I have tried different armatures on this mesh and am now trying to use a “basic human meta-rig” to control the mesh. My questions are about how vertex groups in this mesh are working. In the “vertex groups” section, I do not know how all of the groups got there: are they from past armatures related to the same mesh? Are they from libraries that are shared across different meshes/files?
The basic human meta-rig did a good job controlling the mesh but had a few weight-painting issues. Because this vertex groups list was disorganized and I could not quickly navigate through it for weight painting I decided to delete all vertex groups and re-parent the basic human meta-rig. (However, it seems to me that entering weight paint mode with the armature selected, then shift-clicking bones, is a more efficient way to do this - do you agree?)
After deleting all vertex groups and re-parenting the basic human meta-rig, it did a much worse job controlling the mesh. I needed to go back to using the mesh with its disorganized list of vertex groups to get the meta-rig to work again. This made me think that somehow the meta-rig was working with previous vertex groups. Is this correct, or am I missing something?
Finally, I tried a different version where I used a basic human meta-rig and corrected all weight painting issues. In pose mode, the armature controlled the mesh exactly how I wanted it. Then I clicked “generate rig” and parented the mesh to the rig, went to pose mode, and found that the rig’s control didn’t correspond to the meta-rig armature’s control. Why is this?
In general, do you think that using a meta-rig the most efficient way to control a mesh like this? I would like to be able to easily animate simple movement - walk/run, dance, sit, swim, etc. I will appreciate any insights on how to better animate and understand these concepts. Thank you.