I have started to create a course about weighting a rigged mesh from ground up. In the next couple of weeks this will become my work area:
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Weighting with Blender
Actually i hope this will become more of a community effort than something that i make in the silence of my chamber. So…
Invitation: I invite you to participate in setting up this document.
Teach me: Your opinions, remarks, tips, ideas, … all are so welcome! You actually decide what this page will show, and not just what i believe that you need.
Teach me: Your opinions, remarks, tips, ideas, … all are so welcome! You actually decide what this page will show, and not just what i believe that you need.
Great idea Gaia, and Avastar is a great tool, but could we perhaps begin with an explanation of ‘What weighting is’ , ‘How do the individual bone weights affect each other’? Tutorials (not just yours) assume the principles of weighting are already understood eg. “So first assign weights…”
I find myself using a very hit or miss approach and as long as it works i ‘m happy but i’m sure what i’m doing isn’t optimal.
My personal approach is to address the weight values of each vert in the N panel which is tedious but i have so little confidence in ‘painting the weights’ (aka – what am i really doing here?). Even when adjusting individual vert weight values i’m sure my approach is again not optimal, for example often after my adjustments the ‘total weighting value’ for a vert often don’t add up to 1.0 (because the sums are too hard to do quickly in my head lol). Alternatively are there other resources which explain the underlying principles of weighting?
Great idea. I’m sure it will be really useful… learning by myself is hard most of time, so, thanks in advance.
Indeed…I am stuck right now on weighting…~sighs~… but I love a challenge so I agree this is a great idea.
A couple of observations about the blend file. The second and third are not criticisms at all and a learner could benefit from finding the solution themselves:
It’s a very nice tidy mesh that looks easy to work with.
The mirror modifier needs the eye icon clicked on to see both sides.
The top is unwrapped but with a stray vertex in the UV editor. The pants are not unwrapped.
Hi, Etheria; thanks for your reply !!!
* Regarding the mirror modifier my intention was to make it clear right at opening what is going on, so i wanted the first mind flash on opening the blend file to be:
“heh, modifiers or what ? …”
You think that is a bad idea ?
* regarding the UV unwrap: Indeed there was a broken UV Map in the top. That resulted from a fix in the mesh i had to make. I have removed the UV unwrap from the top as texturing is not of concern in this tutorial anyways (i will upload a new version of the blend file after i collected more hints and change requests.
I would like to learn in detail the process of a machine Rigg composed of two or three parts. Including the fitted mesh. While we do this, but it would be very interesting.
I would like to attend this course