3
$\begingroup$

see title

Whenever I use automatic weights on my model it always has one side different than the other on legs, feet, arms, and hands. The topology is exactly the same on both sides and I've already removed doubles and recalculated normals. Please help. It's a pain to have to go back every time and manually adjust the weighting

feet example:

good The good side

bad

The bad side

and arms example:

good good side

bad

bad side

$\endgroup$
  • 2
    $\begingroup$ do you have pre-existing vertex groups? $\endgroup$ – Scalia May 1 '15 at 15:10
  • $\begingroup$ Nope. None whatsoever. Just to be sure I deleted all the current vertex groups from my mesh and tried parenting it with the rig again. Same thing. $\endgroup$ – I am Grim May 1 '15 at 17:14
  • $\begingroup$ Have you tried applying Rotation and Scale(Object mode transformations), not doing so can introduce serious errors into several tools. $\endgroup$ – MarcClintDion May 2 '15 at 0:59
0
$\begingroup$

This seems to related to the fact that you have multiple disconnected parts (meshes) inside a mesh object. It always gives Blender trouble to auto-weight multiple-part meshes.

Two solutions, as far as I can see it:

  1. Separate each sub-object within the object (Edit mode - Select - Ctrl+P - By loose parts). Then apply automating weighted-painted solution to each part separately. (Of course, before doing that, delete the armature modifier, weight painting, and the existing vertex groups on the original mesh)

  2. Even easier - if your mesh is 100% symmetrical, simply delete half of it, apply the weight painting, THEN mirror. The mirror side will have the exact same w.p. as the other one. Of course, it will still retain the potential w.p. errors due to disconnected meshes, but at least both sides will be identical.

$\endgroup$

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.