I am attempting rig a model using Automatic Weights. I am getting an error: 'Bone Heat Weighting: failed to find solution for one or more bones'
I have attempted the following fixes:
- Confirmed there is no non-manifold geometry (Select > Select by Trait > Non manifold)
- Removed all duplicate vertices (M > Merge by Distance)
- Recalculate vertex normals outside (Shift+N)
- Separated some 'loose' parts (teeth, fingernails). For now I am only attempting to rig the main body of the character, which is a single manifold mesh object
- Removed UV data
- Appended Armature data block and Mesh data block to a fresh project
- Removed all pre-existing vertex groups
I have checked these questions, but was unable to find any new possible solutions:
Bone heat weighting: failed to find solution for one or more bones (tried all "solutions")
bone heat weighting: failed to find solution for one or more bones error message
Heat Weighting: Failed to find solution for one or more bones
Automatic Heat Weighting: Failed to find a solution for one or more bones
I have attached a copy of the .blend file here. I've stripped it down as much as I can, but unfortunately it is still 38mb.
Some final notes:
I have applied the scales/rotations on both the rig and the model.
The model is of a reasonable size (I know tiny models can have problems with Automatic Weight Painting).
There are no modifiers applied to my mesh object.
There are no constraints applied to any of the bones in the rig.
I realise that my rig is missing bones, particularly around the head. I am hoping to import this model as part of a mod for a VR game (BoneLab). Animation of the face will not be required (or supported). I will therefore by happy to proceed with the bones that I have, and simply parent the entire head to the head bone.
I am a novice at sculpting, but for now I'm not looking for advice on how to improve the model. I'd be happy just to get it rigged correctly :)