YES! 🎉. Thank you!❤❤❤❤❤. Hoping you also get a chance to make a video on skinning a face rigged with bone: eyelids, cheeks, lips and brows on a fairly high poly model.
Thank you for making this video. I much prefer when you use your real voice. Not sure why you didn't use it for the short, it's better in every way (more clear, better pacing, doesn't sound monotonous/weird/cold) (I assume it was AI/text-to-speech, considering how it sounded)
@@mrsweetkandy7673you're welcome! Glad I was able to be helpful. It was my real voice though, just sped up so it could fit in the short, lol. I think I made that short when I just woke up too, so that's probably why it sound monotone, lol. Thanks for the feedback :)
But in my case the smallest finger which at the last is making some issues with deforming. I have 1 thumb and 3 fingers for my character and when I try to move my small finger it is moving the assigned area like some vertices pulling out of the mesh and also for the other side it is making the same problem and when I move my wrist bone it also goes the same way. How I can avoid this problem???
If you have a mirror modifier, move it so that it's either above or below the armature modifier, I forgot which one. If that doesn't work, try selecting each bone in weight paint mode and see if there are any areas that are assigned. Let me know if this helps so I can get back to you as soon as possible with another potential solution!
@@MashuStar I'll try that method but I think it is not my problem.Thanks ! And i have found that I have two vertex groups for my left side of character that is named .L at last and only one vertex group named .R for my Right side. So,do I need to delete one of the left side vertex group so it will symmetrical. Is that correct.
Whenever I try to select the starting bones on each of the fingers in order to weight pant the entire hand it ends up selecting the entire hand and not the assigned vertix groups I made earlier. 5:20
Try rotating each bone individually until it starts to rotate the palm and then select the whole hand in edit mode and select remove with that bone's vertex group selected. There also might not be enough geometry on the mesh? Let me know if this helped. If not I'll get back to you with another fix hopefully.
Question: how do you remove unwanted skin weights? For example, if you bend the wrist and the forearm deforms wrong, we would want to remove the weights of the forearm verts from the wrist bone. Thank you.
Sorry for the late reply, but if you want to remove weights from certain vertices, you can first, select the vertices that you don't want to deform, then you select the vertex group that is matching the name of the wrist bone. You can then click the "Remove" button. Let me know if I understood your question wrong, but hopefully that answered your question :^). You can also go in weight paint mode with the skeleton selected first, then the mesh. Then you select the wrist bone and then change your weight paint brush to subtract.
If your select button is left click, you'll have to hold alt, then click to select different bones. I never realized that since I use right click for selection. Sorry for not including that in the video! If that didn't solve your problem, be sure you have your armature selected first in object mode, then the mesh. Then go into weight paint mode :)
Yes, this is very possible! It's called weight transferring and Royal Skies made an excellent video on it ua-cam.com/video/bR_Vke__voU/v-deo.html As long as the meshes are similar in size and use the same rig, it should work near perfectly :^) Let me know if you would like me to create a more in-depth video on it if you have troubles understanding this one
Thank you. Looking forward to any other skinning tutorials you make... like a face skinning. Sometimes it is hard to select the verts/faces on the lips because they are close together. Is it possible to select the faces in a UV map and use your skinning technique? I ask because I am new to Blender and navigating Blender is very different from Maya.@@MashuStar
@@hotsauce7124 Yes, you should be able to select faces in UV editing mode. You will need to click the button called "UV Sync Selection" I will need to prepare a mesh and for the upcoming face weight painting video :^)
quick and simple videos like this explaining basics i didnt know i didnt know after using blender for years are so helpful
Helpful, right to the point, no BS, well explained. That's a like.
Glad I could help :^)
YES! 🎉. Thank you!❤❤❤❤❤. Hoping you also get a chance to make a video on skinning a face rigged with bone: eyelids, cheeks, lips and brows on a fairly high poly model.
Thank you for this.
You're welcome :^)
Thank you mashoo
You're welcome :)
Thank you for making this video.
I much prefer when you use your real voice. Not sure why you didn't use it for the short, it's better in every way (more clear, better pacing, doesn't sound monotonous/weird/cold)
(I assume it was AI/text-to-speech, considering how it sounded)
@@mrsweetkandy7673you're welcome! Glad I was able to be helpful. It was my real voice though, just sped up so it could fit in the short, lol. I think I made that short when I just woke up too, so that's probably why it sound monotone, lol.
Thanks for the feedback :)
@@MashuStar oh i see
But in my case the smallest finger which at the last is making some issues with deforming.
I have 1 thumb and 3 fingers for my character and when I try to move my small finger it is moving the assigned area like some vertices pulling out of the mesh and also for the other side it is making the same problem and when I move my wrist bone it also goes the same way.
How I can avoid this problem???
If you have a mirror modifier, move it so that it's either above or below the armature modifier, I forgot which one.
If that doesn't work, try selecting each bone in weight paint mode and see if there are any areas that are assigned.
Let me know if this helps so I can get back to you as soon as possible with another potential solution!
It could also be you have assigned the area twice with two separate bones on the same finger?
@@MashuStar I'll try that method but I think it is not my problem.Thanks !
And i have found that I have two vertex groups for my left side of character that is named .L at last and only one vertex group named .R for my Right side.
So,do I need to delete one of the left side vertex group so it will symmetrical.
Is that correct.
@@blender4newbies000 sounds about right. If they're named the exact same thing that could cause problems.
Whenever I try to select the starting bones on each of the fingers in order to weight pant the entire hand it ends up selecting the entire hand and not the assigned vertix groups I made earlier. 5:20
Try rotating each bone individually until it starts to rotate the palm and then select the whole hand in edit mode and select remove with that bone's vertex group selected.
There also might not be enough geometry on the mesh?
Let me know if this helped. If not I'll get back to you with another fix hopefully.
@@MashuStar Ok thanks ill try that once im free
Question: how do you remove unwanted skin weights? For example, if you bend the wrist and the forearm deforms wrong, we would want to remove the weights of the forearm verts from the wrist bone. Thank you.
Sorry for the late reply, but if you want to remove weights from certain vertices, you can first, select the vertices that you don't want to deform, then you select the vertex group that is matching the name of the wrist bone. You can then click the "Remove" button.
Let me know if I understood your question wrong, but hopefully that answered your question :^).
You can also go in weight paint mode with the skeleton selected first, then the mesh. Then you select the wrist bone and then change your weight paint brush to subtract.
Thank you very much@@MashuStar
how are you selecting the bone in weight paint mode? I click the bone and nothing happens.
If your select button is left click, you'll have to hold alt, then click to select different bones. I never realized that since I use right click for selection. Sorry for not including that in the video! If that didn't solve your problem, be sure you have your armature selected first in object mode, then the mesh. Then go into weight paint mode :)
Did that solve your problem? It could also be that the mesh isn't parented to the armature.
yes, that was able to fix my problem Thank you! and it's okay no problem 🎀@@MashuStar
@@MashuStar yess that solved the problem thank you! sorry for the late response
@@Naypuff Awesome! glad I could help :^)
Is it possible to skin a low poly model, then transfer the weights onto a hi-poly model?
Yes, this is very possible! It's called weight transferring and Royal Skies made an excellent video on it ua-cam.com/video/bR_Vke__voU/v-deo.html
As long as the meshes are similar in size and use the same rig, it should work near perfectly :^) Let me know if you would like me to create a more in-depth video on it if you have troubles understanding this one
Thank you. Looking forward to any other skinning tutorials you make... like a face skinning. Sometimes it is hard to select the verts/faces on the lips because they are close together. Is it possible to select the faces in a UV map and use your skinning technique? I ask because I am new to Blender and navigating Blender is very different from Maya.@@MashuStar
@@hotsauce7124 Yes, you should be able to select faces in UV editing mode. You will need to click the button called "UV Sync Selection" I will need to prepare a mesh and for the upcoming face weight painting video :^)