Blender "Weight" problem.
by Joseph Jonathan · in Artist Corner · 11/05/2008 (12:32 pm) · 5 replies
I have a character model that I am rigging. I created the human shape in "makehuman" I created the cloths from scratch and joined them to make one mesh. Then I made the bone structure the parent by name groups. I am able to make the vertices move when I assign them to the right name group. When I try to weight paint or even manually assign weight to the mesh so the arms and legs and such move more realistically something is not working right. If the weight is between .001 and 1 it moves as if it is all 1.000. If it is at 0 it does not move at all. Why is it not working correctly?
I have tried to make it work in both 2.44 and 2.48a.
~Joseph
I have tried to make it work in both 2.44 and 2.48a.
~Joseph
#2
If a vertex is assigned to only one bone then no matter what the weight is, it will be fully attracted to only that bone. So, move the bone, move the vertex. What you need to do is assign a vertex to more than one bone. That way, the other bone will kind of hold on to the vertex, giving more of a smooth skin-like appearance to the model. If you weight a vertex to one bone at 1.000 and then to another at 1.000, each bone will affect an equal amount of pull on that vertex. Same if you assign .5 and .5 -- it has to do with the ratio.
I usually just use the "from closest bones" option when I parent the armature as my starting point
Thanks,
Scott
11/05/2008 (3:56 pm)
Hi Joseph,If a vertex is assigned to only one bone then no matter what the weight is, it will be fully attracted to only that bone. So, move the bone, move the vertex. What you need to do is assign a vertex to more than one bone. That way, the other bone will kind of hold on to the vertex, giving more of a smooth skin-like appearance to the model. If you weight a vertex to one bone at 1.000 and then to another at 1.000, each bone will affect an equal amount of pull on that vertex. Same if you assign .5 and .5 -- it has to do with the ratio.
I usually just use the "from closest bones" option when I parent the armature as my starting point
Thanks,
Scott
#3
I will try what you said Scott.
Then what is the weight paint really for? I thought it was so you could make one part of the skin move differently then the rest of it. All the tutorials I have seen have all been with one bone.
11/06/2008 (6:46 am)
Thank you both.I will try what you said Scott.
Then what is the weight paint really for? I thought it was so you could make one part of the skin move differently then the rest of it. All the tutorials I have seen have all been with one bone.
#4
11/06/2008 (6:49 am)
Ah I got it working how I thought it should. Thank you.
#5
12/02/2010 (4:21 pm)
The weight paint is for animation in things that support different weight values like 3dsmax or Maya, Torque just does 1 or 0
Torque Owner Redacted