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I know this issue has to do with weight painting but she's already weight painted so I don't really understand how to use that to solve this? It happens with the whole body in general when she moves.

I've also dabbled with using collision objects but those don't seem to be much help - and I don't want to have to add them each time I need to make another animation.

A once off whole body solution would be great.

enter image description here

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  • $\begingroup$ Welcome. Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue in such way that anyone searching for a similar problem may easily find it. Use the edit link above, remove anything superfluous, avoid words like "this","issue with" or "question about". Remember, your title is the first thing potential visitors will see, answers you get depend heavily on how inviting it is. See "What is the problem of asking “How do I do this?"" $\endgroup$ Jul 18, 2023 at 16:09
  • $\begingroup$ How did you realize it has to do with weight painting? Please share those infos and your effort to understand the problem. Best would be to share the blend file, see blender.meta.stackexchange.com/questions/658/… $\endgroup$
    – taiyo
    Jul 18, 2023 at 16:23
  • $\begingroup$ Please edit the question to limit it to a specific problem with enough detail to identify an adequate answer. $\endgroup$
    – Community Bot
    Jul 18, 2023 at 16:24
  • $\begingroup$ Hi - My question was edited (not by me, idk) - but in my original question I explain that I'm just starting out with blender. Some of the suggested solutions were weight painting the affected areas, and using collisions but these are not really solving the problem. Here's the file. $\endgroup$ Jul 18, 2023 at 20:43
  • $\begingroup$ <img src="https://blend-exchange.com/embedImage.png?bid=bPkNBAnD" /> $\endgroup$ Jul 18, 2023 at 20:43

1 Answer 1

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a mesh intersecting with itself shouldn't be a weight painting issues, rather than an issue with the animation itself. I assume the character has a rig, I would recommend editing the animation and moving her hand outside of her head. I'm not sure outside of that what it is that you could be asking.

-----Update---- So I looked at your file, and you've got your work cut out for you. I would recommend setting up an IK rig before doing animations because it will make your workflow much easier. But you need to set your bones to show up as "In front" to allow you to make easier bone selections (recommendation). Being that you have so many keyframes you will have to do a lot of adjusting to make it look the way you want it. I just redid a little bit of the animation adjusting only her Right arm using three bones to prevent your problem from happening. Making small adjustments throughout multiple keyframes to make sure her hand didn't phase through her skull. You can do this for any body part that phases through her body. You can save your adjustments by hitting "i" and choosing location, rotation, and scale, or you can make sure auto key is on in the timeline bar. AutoKeyInFront AdjustmentA AdjustmentB AdjustmentC AdjustmentD

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  • $\begingroup$ Yes, it does have a rig. I want to know to prevent limbs moving into each other with the various motions, so it looks more natural. $\endgroup$ Jul 18, 2023 at 20:49
  • $\begingroup$ Did you make he animations with that character or did you import them onto the rig serperately $\endgroup$ Jul 19, 2023 at 0:37
  • $\begingroup$ What you need to do is adjust the frames where the hand is going through the body with the armature and replacing those keyframes. You just need to edit the animation. if you send me the file I can make a short video for you on how to fix it $\endgroup$ Jul 19, 2023 at 0:38
  • $\begingroup$ nvm I see the file, you should add that in your question next time so we dont miss it $\endgroup$ Jul 19, 2023 at 0:40
  • $\begingroup$ Thats a lot of keyframes, this will take a minute to fix $\endgroup$ Jul 19, 2023 at 0:42

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