1
$\begingroup$

I made a little guy and rigged his legs with an Armature modifier. I've done the weight painting manually. However, when I attempt to move his leg, it doesn't follow the armature like it should. Any fix?

enter image description here

enter image description here

$\endgroup$
  • $\begingroup$ Can you include a .blend file? $\endgroup$ – Shady Puck Jun 3 '16 at 12:59
  • $\begingroup$ It looks like the right leg of the mesh is not totally (or not only) rigged to the right part of the armature. But yes, a .blend file may help to check that. $\endgroup$ – lemon Jun 3 '16 at 13:01
  • $\begingroup$ That looks like a weight-painting issue, like the leg mesh is 50% weighted to the right leg bone, and 50% weighted to the left, or some other set of bones. Try weight painting with 'Add' mode and make sure your brush is set to 1.0, and 'Clean Weights' after you're done. $\endgroup$ – Mike Belanger Jun 3 '16 at 13:09
  • $\begingroup$ mediafire.com/download/xnixcls52bghyjl/gabennn+n+n+nn+.blend1 Did it on mediafire cause its above 30 mb $\endgroup$ – gabe Jun 3 '16 at 13:42
2
$\begingroup$

It's your weight painting. Every single one of your bones has too much influence over the mesh. Luckily, there is an easy solution.

Solution

First, select the mesh and delete the Armature Deform object modifier. Next, RMB select the mesh, then Shift + RMB select the armature (make sure both are in Object Mode) and key Ctrl + P to open the parenting menu. Select With Automatic Weights under Armature Deform (pictured below). It may take a while to parent because of the high vertex count. Afterward, your mesh should now have reassigned weights and move perfectly.

enter image description here

The Parenting Menu.

I do not have media fire, so I could not include a .blend file. If you have any question, though, ask away.

UPDATE:

The use of a Decimate modifier set to Planar and Angle Limit: 6.4 can solve the Bone Heat Weighting Failed issue. Read more about in my answer here. Download a rigged and finished .blend file below.

$\endgroup$
  • $\begingroup$ Hmm, it said, it failed to find solutions for one ore more heights or something like that, thanks for the help for now though, trying to fix it $\endgroup$ – gabe Jun 3 '16 at 17:41
  • $\begingroup$ Posted the good blend for anyone that could help me, sitll cant do it $\endgroup$ – gabe Jun 3 '16 at 18:12
  • $\begingroup$ Still cant do it $\endgroup$ – gabe Jun 3 '16 at 19:42
  • $\begingroup$ @gabe I answered your newer question and updated this one. This time, I included a .blend file, so you should have no issues. If you believe that my answers here and also there helped, please consider accepting one or preferably both. I would greatly appreciate it. $\endgroup$ – Shady Puck Jun 4 '16 at 1:05
2
$\begingroup$

Your mesh have too many unrelated bone influences. Your best bet at this point:

  1. Get into weight painting mode
  2. Select all the bones
  3. Hit W >> Assign Automatic from Bones.
  4. Viewport menu >> Weights >> Normalize All.

If you do make any adjustments, make sure the brush is set to 'Add' and make the power 1.0. The lion's share of weight-painting can be done this way.

Slightly unrelated: the model has way too much geometry for the detail that it has, and you can likely half, even quarter the amount of faces you have without losing any meaningful features. This will ease up on your filesize, and viewport performance. You should also give your bones meaningful names (Femur.R, not Bone.004).

$\endgroup$
  • $\begingroup$ how do you select all bones? $\endgroup$ – gabe Jun 3 '16 at 14:09
  • $\begingroup$ If you have a bone already selected, hit a twice. If none are selected hit a once. $\endgroup$ – Mike Belanger Jun 3 '16 at 14:13

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.