I was feeling a bit unsure whether I'd be able to stick with Blender at first when I was just poorly modeling, but learning to rig and parent the rig to a mesh like this is what really excited me and made me realize I really can do this with practice. I'm straight up addicted, I had to wrench myself away to go to bed :D
@@aortaplatinum i didn't know you had a channel, i was just scrolling down the comments and then i recognized your name and profile picture haha, im still subbing to your channel.
Note: at 7:35 you can actually use hotkeys to change brush weight and strength. Meaning you never have to click. F - change brush size shift+F - change brush strength (0.2 works well) ctrl+f - change weight you're applying. I'm still learning how to do weight painting, but I have found a very quick workflow. Use ctrl+f to toggle between painting weight 1.0 and 0.0 (essentially addweight or removeweight). Then drive the strength using shift+f (say 0.2) so it doesn't completely clear or overwrite the weight. With that workflow I never have to take my hand off of the mouse to add/remove during painting.
This is an excellent explaination of how this stuff works and doesn't necessarliy need only apply to Blender. The part about what bones are and how they interact with a mesh and how weight painting works is spot on for any 3D app.
I was wondering why this video was so professional and well put together, and then I realized I was on the official Blender channel :P Thanks for the video!
Thanks Masters, I was spending my time in bad books written by people that dont know how explain things, I did not know that Blender has so good learning resources !!!
Thank for this fantastically clear, rich tutorial! I kept coming across vertex groups in other tutorials, but didn't have a handle on them. Now I do. With greetings from Cape Town!
A NICE QUICK TIP: If as a left-click user you want to select a Vertex group from the viewport, you can press Shift and left-click on the region. If the selected area belongs to more then 1 Vertex Group a window will pop up letting you choose the right one You can easily use the "Eye dropper tool" (Sample Weight) by simply pressing the Ctrl key and left-clicking
awesome tutorial series of all time , so much love for this community and all the people behind this awesome piece of art ( blender ) . if it is not that much to ask :) please do a full tutorial for an animating scene . with all respect you guys kicks ass
Update: I figured it out! Simple confusion Thank you, these are the most amazing and comprehensive instructional videos I've seen. I'm so grateful for the awesome expertise and inspiration! I've taken notes on every instruction video which I've labeled with tabs haha. I understand everything but there's just one thing I'm not getting: Why does changing the amount of influence the vertex groups have on the vertices you paint cause the mesh to deform? The concept of weight groups and their conjunctive parts is made clear, but if someone could answer I'd greatly appreciate it.
5:05 In Blender 4.0 you need to do Alt + left click instead of Ctrl + left click. Also, I don't get a wireframe shading with the armature and cube selected, i.e., the colouring of the weights is still visible even if wireframe mode is enabled. As a workaround I found that enabling the "Toggle X-Ray" (Alt + Z) helps. Then your bones are visible in front of the coloured weights.
You can use Vertex Groups for Assigning different parts of a body before merging it. This can be used for game development. This way you when you import the model you get only 1 object, and if you want to edit it in the future, you already have the groups and can separate it easily. This way you can apply different materials to different parts of a mesh too without manually selecting the part you want.
@@BosakMaw There are many ways to make character customization, I was talking about that you can edit the model in blender and separate it after being merged easily without manually selecting the vertices and make adjustments.
@Blender Thanks for (another) very well thought through and presented video. How ever there is one thing that I think could have warranted at least a "short mention" and possibly demonstration". And that is that although some of the tools and the presentation makes the weight appear as "paint" on the "skin of the model". In fact all the "weight" values (information) are saved into "the closest vertices" as You are "painting". and then interpolated between them to create the "apparent weight distribution" over the mesh surface. (And here is the "krux"of my point") Hence the "resolution and precision" of the "weight painting result" is ultimately dependent on the amount and position of the vertices as well as the edges between them. I know this might seem "obvious" but from both my own experience as a user and as a person who for some period has taught 3D modelling I've come to the opinion that this is "an issue" that many people fail to properly grasp when "struggling" with why they fail to create their weights "exactly" as they intend... Any whoo. just my 5C's, thanks again for ALL Your great work. Best regards.
Great tutorials! Thank you! Have been following all up to this point. Slight hiccup at 4:52 I couldn't seem get the wireframe view to work in Weight Paint mode - the wireframe button does toggle on but shaded view persists. However Control+Select (left click) did work to select the bones, so I didn't really need the wireframe display. Thanks again.
i had the same problem but you can go to viewport overlays (top right of 3D viewport)>weight paint>slide down the opacity. And now you can see the bones.
Ctrl + click should do the opposite effect of whatever brush you are using the same way it is in sculpt. Instead alt + select should be select bone. Holding ctrl while in draw brush would set weight temporarily to 1 - weight it would have been otherwise. We shouldn't have to learn 2 seperate hotkeys for both sculpt and weight paint, radius change should be the same. Also why doesn't weight have a pen sensitive option?Would also be great if edit mode could preview the pose like weight paint can too and include the alt + select shortcut for bones. Maybe you could even adjust the percent of the pose with a slider in both modes which you could access with the hotkey shift + scrollwheel. It would also be nice if in edit mode the color of the vertices changed depending on which vertex groups you have selected so you have an idea of which values need to be re-written. It looks like you can use R to rotate in weight paint mode but not in edit mode. It would be nice if we could see the properties of the bone we have selected so we can manually edit properties. Also it would be nice to have a Remove brush or an option to remove if set to 0 because although you can paint to 0 if it is the only vertex group using that vertex then it will still influence it 100% for undesirable effects. There also needs to be some sort of organization functionality in the vertex groups because if I wanted to use vertex groups for both bone weights and modifier attachments while using the auto-normalize option it would inappropriately subtract the bone weights while I modify the modifier vertex group. (or does blender already separate groups associated with bones in the background?) So when enabling auto-normalize it would be with respect to the "bone weights" folder. Which you could further divide into torso, arm, leg, etc so vertex groups are easier to find. I am a bit confused by how the brush quick tools, brush, and brush mode interact with one another. It seems like there is a lot of overlapping functionality that seems redundant or paradoxical. I can for example have the draw brush quick tool set to subtract, but have an add blend mode on. However, I don't know how the brush data-users work yet so perhaps all I need is a tutorial on that. I don't understand how all of the quick tools use Mix as the blend mode but all have different effects. If the effect isn't determined by the mode then what does it do?
Can someone please help me with putting the armature into pose mode while the mesh is in weight paint mode? (5:05). -- I can't select the bones that are inside when the mesh is in weight paint mode. I have xray vision turned on and lock object mode turned off but I still can't click it :( UPDATE: SOMETHING THAT WORKED FOR ME. AFTER YOU HAVE SELECTED THE MESH TO BE IN WEIGHT PAINT MODE, press the "V" key to ensure you are not in vertex select mode. Additionally, you can manually adjust this by clicking the icon with a cube and a tiny square on the left side of the cube. This icon can be found in the top right corner next to the modes.
You keep saying that the link for the rig or the character is in the description and thats completely false or the links lead to pages where we CANT download anything. Always the same story...
Same here. Can't see the bones in weight paint mode. It doesn't allow wireframe mode & pose mode is inaccessible. I selected the items in the correct order in object mode too.
Hi! How to make bones visible when we are in object mode? In 2.79, we enabled x Ray in Amature tab. I don't see this option in 2.80. I need your help. Thanks
Do you know how can i proceed with a mirror model? Because when i paint one leg, the otherside one is painted too but Don't want both affected by the same bone.
you have to get rid of the mirror, or turn off all axis, by the point you are ready to weight paint you should probably already have applied the mirror modifier in the first place.
@@teamaster636 but I'm trying to focus on animation; I will lose to much time learning to rig when I was suposed to learn animation. I'm trying to use my time the best way I can
download the 2.8 , as they said it is the greatest version of all times to blender and it is only like 100 mb , i know it is not the answer for your question as i just download it couple of days ago
In 3.6 after I parent the mesh to the armatures, my mesh does not have the stable square base that the video's example has when trying to rotate in pose mode. In the video, the mesh at the bottom stays in same spot, whereas in my attempt to follow along if I try to rotate a bone, the bottom warps. Not sure what happened besides being in separate versions...
It is _absolutely untrue_ that vertex groups can have only a 1 influence in weight paint mode. Without checking "Auto Normalize" you could assign an influence of another bone to a non-zero weight, making the total weight painted value over 1. Yo! If I'm hallucinating, pls correct me.
@@nihongoexperience, there's a LOT of _the blender way_ stuff like this that is in no way obvious and if you aren't told, you start wondering if Blender is even worth the effort. That's why I share, because it's not normally said, and I don't want others to suffer like I did to find out wth it was. It took me 6hrs to realize because of a Blender default to "add leaf" to the end of bones, that the armature each export gets larger and larger, who tf thought to turn that on by default? _the Blender way_ I find it overall having a tone of sadism overall. Defaults if made, shouldn't catastrophically make your project fail, or create a situation of freemium isn't free because you are REQUIRED to buy courses to be taught how to not catastrophically fail. Hence, also why I shared that info. F' freemium software. Microtransactions make MORE money for AAA gaming houses than any other monetization scheme and Ton WAS a game maker prior to his Blender creating days.
There is no link to that model, it links to a course with a different character. In the link its said both are available in the course, yet when i check the course i dont see this simple rig in any of the thumbs?
Is it possible for two bones to have exactly the same influence over a mesh area? Every time I weight paint for a bone, it overrides the other bones influence of the mesh in the same area. It's annoying because I want both bones to have the same influence in my character.
hey! Newbie here. How can I select only 1 vertex group and modify it in like a 'focus mode' (similar to double clicking into a group on Adobe Illustrator) I was hoping on easily editing one part of the model, but don't want to modify all the other closely attached bits on the model!
Trying to weight paint a model parented to rigify rig and have no idea why ctrl+LMB on rigify controller does not select related vertex group. Seems like vertices actually assigned to some hidden bones or something. Any advice on weight painting and rigify?
4:47 I downloaded a Rig and when I do this and try to select bones in Weight Paint mode by ctrl clicking I start to select Faces from the mesh. Why is that, what am i missing?
When you scaled the bone the length of the cube at 2:00 how did you scale it so that the bone only stretched upwards in one direction instead of it scaling in size in both directions simultaneously as it seems to do by default? You scaled it up to the top then down to the bottom of the cube separately. How?
I was wrong in thinking that he scaled that bone he just grabbed it with G and translated it along the z axis instead. for anyone else who has this issue
i have been trying for a week to find a good tutorial on how to separate the lips and open the mouth simulating a smile of a scaned head mesh, would you help me? seems that it will help a lot of people . i explain very well and help a lot of begginers like me
you could probably try selecting that bone in pose mode, then giving it automatic weights, if that doesn't work, then it probably means extra bones weren't meant to be added after the weight painting process.
i am looking for something i can't find in the new versions. there was a place where i could select vertices and get a list of just the vertex groups they were assigned to. there i could type in the weights. it was really easy to use when you have a lot of bones on the armature and need mathematical precision. does anyone know where i can find this?
you can also turn on weight paint overlay in edit mode in the overlays menu down by the viewport shading options. it can also be good to mess around with what modifiers (like mirror, subsurface and armature) are visible in edit mode. blender is just a bundle of joy... WHEN you know how to use it -_-
I have tried to parent an armature to a mesh countless times. Many tutorials. This one and the Blender Rigging tut. Zero luck. Everything works until I parent. Armature wont control the rig. Vertex groups exist. Cannot figure it out and tired of spending hours and hours trying to find whats wrong lol. So much time lost.
9:16 - Front Faces Only is now located under Advanced > Front Faces Only. 2D Falloff is now called just Projected in Falloff > Falloff Shape
thank you so much lol
Thank you so much, i was struggling in finding 2D Falloff in 2.92
Many thanks
thx bud
One thing that good and also bad on Blender is how much it changes. There are plenty of great content on the internet that are now obsolete.
These Tutorials are so great... Short, selfcontained, great speed, nice to follow, some background information. just perfect.
I was feeling a bit unsure whether I'd be able to stick with Blender at first when I was just poorly modeling, but learning to rig and parent the rig to a mesh like this is what really excited me and made me realize I really can do this with practice. I'm straight up addicted, I had to wrench myself away to go to bed :D
didnt expected to see you here lol
@@4nthony342 Oh? Are you subbed to my channel or do you follow me elsewhere or something? Sorry I don't recognize you 😅
@@aortaplatinum i didn't know you had a channel, i was just scrolling down the comments and then i recognized your name and profile picture haha, im still subbing to your channel.
@@4nthony342 Ayy 😎
Though you won't see much in the way of uploads for a while
Note: at 7:35 you can actually use hotkeys to change brush weight and strength. Meaning you never have to click.
F - change brush size
shift+F - change brush strength (0.2 works well)
ctrl+f - change weight you're applying.
I'm still learning how to do weight painting, but I have found a very quick workflow. Use ctrl+f to toggle between painting weight 1.0 and 0.0 (essentially addweight or removeweight). Then drive the strength using shift+f (say 0.2) so it doesn't completely clear or overwrite the weight. With that workflow I never have to take my hand off of the mouse to add/remove during painting.
This is an excellent explaination of how this stuff works and doesn't necessarliy need only apply to Blender. The part about what bones are and how they interact with a mesh and how weight painting works is spot on for any 3D app.
2.82 doesn't have the "2d falloff" option. It's been renamed and can be found under falloff>falloff shape>projected.
go to "Fallof" menu under the brush and check "Projected" instead of "Sphere" that should do the thing
You absolute life-saver, thank you :)
God bless you
You sir, saved me from headache.
remember this is for 2.80
I was wondering why this video was so professional and well put together, and then I realized I was on the official Blender channel :P Thanks for the video!
Thanks Masters, I was spending my time in bad books written by people that dont know how explain things, I did not know that Blender has so good learning resources !!!
Thank for this fantastically clear, rich tutorial! I kept coming across vertex groups in other tutorials, but didn't have a handle on them. Now I do. With greetings from Cape Town!
A NICE QUICK TIP:
If as a left-click user you want to select a Vertex group from the viewport, you can press Shift and left-click on the region. If the selected area belongs to more then 1 Vertex Group a window will pop up letting you choose the right one
You can easily use the "Eye dropper tool" (Sample Weight) by simply pressing the Ctrl key and left-clicking
awesome tutorial series of all time , so much love for this community and all the people behind this awesome piece of art ( blender ) . if it is not that much to ask :) please do a full tutorial for an animating scene . with all respect you guys kicks ass
All these Blender 2.80 Fundamentals videos are so well explained.
👍❤✨ Thx the Blender foundation and everybody involved for this amazing peace of freedom!🎉
Thank you! I was wondering why the cube wasn't following the bone completely. You just saved me my life.
Update: I figured it out! Simple confusion
Thank you, these are the most amazing and comprehensive instructional videos I've seen. I'm so grateful for the awesome expertise and inspiration!
I've taken notes on every instruction video which I've labeled with tabs haha. I understand everything but there's just one thing I'm not getting: Why does changing the amount of influence the vertex groups have on the vertices you paint cause the mesh to deform? The concept of weight groups and their conjunctive parts is made clear, but if someone could answer I'd greatly appreciate it.
Excellent video. It gives a well rounded view of vertex groups! Thank you!
Very good lesson, specially the story of 2D Falloff!! A savior!!
5:05 In Blender 4.0 you need to do Alt + left click instead of Ctrl + left click.
Also, I don't get a wireframe shading with the armature and cube selected, i.e., the colouring of the weights is still visible even if wireframe mode is enabled. As a workaround I found that enabling the "Toggle X-Ray" (Alt + Z) helps. Then your bones are visible in front of the coloured weights.
if you've never hard programmed IK for real robotics applications, you'll never appreciate how easy blender makes this!
You can use Vertex Groups for Assigning different parts of a body before merging it. This can be used for game development. This way you when you import the model you get only 1 object, and if you want to edit it in the future, you already have the groups and can separate it easily. This way you can apply different materials to different parts of a mesh too without manually selecting the part you want.
So this can be used for character customization in games? Like picking horns/ears/faces etc? I was just looking how to do this two days ago
@@BosakMaw There are many ways to make character customization, I was talking about that you can edit the model in blender and separate it after being merged easily without manually selecting the vertices and make adjustments.
@@Th3HarzyGamePlays I still don't understand...
13:44 Suzanne: Into the SpiderVerse :v
its a spider monkey
@@nacnud2115 spider monkE
@Blender
Thanks for (another) very well thought through and presented video.
How ever there is one thing that I think could have warranted at least a "short mention" and possibly demonstration". And that is that although some of the tools and the presentation makes the weight appear as "paint" on the "skin of the model". In fact all the "weight" values (information) are saved into "the closest vertices" as You are "painting". and then interpolated between them to create the "apparent weight distribution" over the mesh surface.
(And here is the "krux"of my point") Hence the "resolution and precision" of the "weight painting result" is ultimately dependent on the amount and position of the vertices as well as the edges between them.
I know this might seem "obvious" but from both my own experience as a user and as a person who for some period has taught 3D modelling I've come to the opinion that this is "an issue" that many people fail to properly grasp when "struggling" with why they fail to create their weights "exactly" as they intend...
Any whoo. just my 5C's, thanks again for ALL Your great work.
Best regards.
I was going crazy over this weight painting on armature and this video help a ton.
when I add with automatic weights, there arent any vertex groups in my panel, Help?
Cool to see the vertex groups update when you change the bone names now, in 2.7 they did not, and it was a pain.
I swear, Dillon sounds like the announcer from Portal 2.
Lol. I hope somone in Blender Foundation has Glados voice too.
"To initiate an armature transfer please place the substitute armature in the mesh."
Blender = Portal 3
I LOVE BLENDER SO MUCH
You saved my life and my job thanks dude!
13:44 so that's how they animated Spiderman.
5:03 this doesn't work for I still can't select the bones by clicking on them, they don't appear like on your screen :/
This save my life
Thank you 👍
why?
@@animationbyabid8272 He couldn't breathe coz his trachea was painted with 3D fall off and was collapsed. He has now repainted it with 2D.
USING BLENDER FEELS BETTER THAN PLAYING A GAME
This is wonderfully helpful. Thanks so much!
Great tutorials! Thank you! Have been following all up to this point. Slight hiccup at 4:52 I couldn't seem get the wireframe view to work in Weight Paint mode - the wireframe button does toggle on but shaded view persists. However Control+Select (left click) did work to select the bones, so I didn't really need the wireframe display. Thanks again.
i had the same problem but you can go to viewport overlays (top right of 3D viewport)>weight paint>slide down the opacity. And now you can see the bones.
@@GodAndromeda I've the same problem, but I don't find the "Weight paint" on the top right of 3D viewport :S
Such a quality tutorial. Thank you!
Thank you for making these videos!
And where did the masking options went, and the limit selection to visible too? I kinda used those a lot
GOD I LOVE BLENDER
Hey Blender,
I can't see the next video because it's marked as private.
Ctrl + click should do the opposite effect of whatever brush you are using the same way it is in sculpt. Instead alt + select should be select bone. Holding ctrl while in draw brush would set weight temporarily to 1 - weight it would have been otherwise. We shouldn't have to learn 2 seperate hotkeys for both sculpt and weight paint, radius change should be the same. Also why doesn't weight have a pen sensitive option?Would also be great if edit mode could preview the pose like weight paint can too and include the alt + select shortcut for bones. Maybe you could even adjust the percent of the pose with a slider in both modes which you could access with the hotkey shift + scrollwheel. It would also be nice if in edit mode the color of the vertices changed depending on which vertex groups you have selected so you have an idea of which values need to be re-written. It looks like you can use R to rotate in weight paint mode but not in edit mode. It would be nice if we could see the properties of the bone we have selected so we can manually edit properties. Also it would be nice to have a Remove brush or an option to remove if set to 0 because although you can paint to 0 if it is the only vertex group using that vertex then it will still influence it 100% for undesirable effects. There also needs to be some sort of organization functionality in the vertex groups because if I wanted to use vertex groups for both bone weights and modifier attachments while using the auto-normalize option it would inappropriately subtract the bone weights while I modify the modifier vertex group. (or does blender already separate groups associated with bones in the background?) So when enabling auto-normalize it would be with respect to the "bone weights" folder. Which you could further divide into torso, arm, leg, etc so vertex groups are easier to find. I am a bit confused by how the brush quick tools, brush, and brush mode interact with one another. It seems like there is a lot of overlapping functionality that seems redundant or paradoxical. I can for example have the draw brush quick tool set to subtract, but have an add blend mode on. However, I don't know how the brush data-users work yet so perhaps all I need is a tutorial on that. I don't understand how all of the quick tools use Mix as the blend mode but all have different effects. If the effect isn't determined by the mode then what does it do?
when i ctrl+click, it goes into face select...
Can someone please help me with putting the armature into pose mode while the mesh is in weight paint mode? (5:05). -- I can't select the bones that are inside when the mesh is in weight paint mode. I have xray vision turned on and lock object mode turned off but I still can't click it :(
UPDATE: SOMETHING THAT WORKED FOR ME. AFTER YOU HAVE SELECTED THE MESH TO BE IN WEIGHT PAINT MODE, press the "V" key to ensure you are not in vertex select mode. Additionally, you can manually adjust this by clicking the icon with a cube and a tiny square on the left side of the cube. This icon can be found in the top right corner next to the modes.
Hi Blender devs/first party animators! Do you regularly use any third party addons or tools with blender?
Thank you so much!
Nice
blender's lattice modifier is a pain in the ass to work with.... a million steps to just add some vertex to a lattice...
where 2d fall of in blender 3.4?
nice
Just perfect... Thanks a lot.
Nice too!
Very good video! Thank a lot!
uuuuhg awesome video, blender kicks ass
흥미로운 강의 입니다. 스승님. 여러번 볼께요.
The vertex weight tool is just not there for me, how can I access it ? It's not in the drop down list of modes
You keep saying that the link for the rig or the character is in the description and thats completely false or the links lead to pages where we CANT download anything. Always the same story...
Here you go! cloud.blender.org/p/animation-fundamentals/5d69ab4dea6789db11ee65d1
@@BlenderOfficial thank you! :)
Lol you can simple do that why you need to get theirs?
Damn
That's sick
Thanks this helped a lot
in weight paintmode, ctrl + left click i cannot select the bone... I did select the mature and shift click the mesh and enter weight paint mode
Same here. Can't see the bones in weight paint mode. It doesn't allow wireframe mode & pose mode is inaccessible. I selected the items in the correct order in object mode too.
life saving
Hi! How to make bones visible when we are in object mode? In 2.79, we enabled x Ray in Amature tab. I don't see this option in 2.80. I need your help. Thanks
Go to the Object Data Properties tab (the tab for the armature), Viewport Display section and check the option "In Front"
Amazing
Helped me alot. Thank you
One thing that good and also bad on Blender is how much it changes. There are plenty of great content on the internet that are now obsolete.
Thanks, this helped me out!
Thats a great vedio. Now i understand things i need. Thank you.
Do you know how can i proceed with a mirror model? Because when i paint one leg, the otherside one is painted too but Don't want both affected by the same bone.
you have to get rid of the mirror, or turn off all axis, by the point you are ready to weight paint you should probably already have applied the mirror modifier in the first place.
where can I download this rig? I don't see any download link
This rig easy to create
Better learn how
Because its better for you
@@teamaster636 but I'm trying to focus on animation; I will lose to much time learning to rig when I was suposed to learn animation. I'm trying to use my time the best way I can
@@boriswilsoncreations blender takes time to master. It's important to take time and learn. I recommend learning to bone. It really helps
Hello! Where's the Weight Tools from 2.79x (smooth, clear, limit etc)?
download the 2.8 , as they said it is the greatest version of all times to blender and it is only like 100 mb , i know it is not the answer for your question as i just download it couple of days ago
In 3.6 after I parent the mesh to the armatures, my mesh does not have the stable square base that the video's example has when trying to rotate in pose mode. In the video, the mesh at the bottom stays in same spot, whereas in my attempt to follow along if I try to rotate a bone, the bottom warps. Not sure what happened besides being in separate versions...
thanks for video. i came here looking for vertex weights panel ! in this video it is not shown.
It is _absolutely untrue_ that vertex groups can have only a 1 influence in weight paint mode. Without checking "Auto Normalize" you could assign an influence of another bone to a non-zero weight, making the total weight painted value over 1. Yo!
If I'm hallucinating, pls correct me.
Makes sense
@@nihongoexperience, there's a LOT of _the blender way_ stuff like this that is in no way obvious and if you aren't told, you start wondering if Blender is even worth the effort. That's why I share, because it's not normally said, and I don't want others to suffer like I did to find out wth it was.
It took me 6hrs to realize because of a Blender default to "add leaf" to the end of bones, that the armature each export gets larger and larger, who tf thought to turn that on by default? _the Blender way_ I find it overall having a tone of sadism overall.
Defaults if made, shouldn't catastrophically make your project fail, or create a situation of freemium isn't free because you are REQUIRED to buy courses to be taught how to not catastrophically fail.
Hence, also why I shared that info. F' freemium software. Microtransactions make MORE money for AAA gaming houses than any other monetization scheme and Ton WAS a game maker prior to his Blender creating days.
There is no link to that model, it links to a course with a different character. In the link its said both are available in the course, yet when i check the course i dont see this simple rig in any of the thumbs?
I check most of the links and i dont see the humanoid anywere?!?!
Here is the rig! cloud.blender.org/p/animation-fundamentals/5d69ab4dea6789db11ee65d1
Because its simple rig... you should be able to do it...
Awesome!!!!
Is it possible for two bones to have exactly the same influence over a mesh area? Every time I weight paint for a bone, it overrides the other bones influence of the mesh in the same area. It's annoying because I want both bones to have the same influence in my character.
13:50 - it's frickin spidermonkeyman! O_O
How come 15 minutes video takes me a hour to finish watching? O.o
😭😭😭
Me too. Over an hour. I go through these slowly, methodically, taking notes along the way because I want to retain as much of this as possible.
You watch it four time to make sure you understand.
hey! Newbie here. How can I select only 1 vertex group and modify it in like a 'focus mode' (similar to double clicking into a group on Adobe Illustrator) I was hoping on easily editing one part of the model, but don't want to modify all the other closely attached bits on the model!
Trying to weight paint a model parented to rigify rig and have no idea why ctrl+LMB on rigify controller does not select related vertex group. Seems like vertices actually assigned to some hidden bones or something. Any advice on weight painting and rigify?
4:47 I downloaded a Rig and when I do this and try to select bones in Weight Paint mode by ctrl clicking I start to select Faces from the mesh. Why is that, what am i missing?
Question is there any way to select vertexes and assign them to a bone instead?
is this an attempt to abstract individual vertices away?
how to combine vertex group?
for examples bone 1 and bone 2 combined to bone 12
how can i have vertex group where the weight paint is not a gradient
can you store the vertex groups outside
i still dont know how to add a vertex to a certain bone bcs it doesn't work
When you scaled the bone the length of the cube at 2:00 how did you scale it so that the bone only stretched upwards in one direction instead of it scaling in size in both directions simultaneously as it seems to do by default? You scaled it up to the top then down to the bottom of the cube separately. How?
I was wrong in thinking that he scaled that bone he just grabbed it with G and translated it along the z axis instead. for anyone else who has this issue
i have been trying for a week to find a good tutorial on how to separate the lips and open the mouth simulating a smile of a scaned head mesh, would you help me?
seems that it will help a lot of people . i explain very well and help a lot of begginers like me
I think my head just exploded
Oh wow. So help >:0
How do you assign weights to a new bone which has been added later in the rigging process?
you could probably try selecting that bone in pose mode, then giving it automatic weights, if that doesn't work, then it probably means extra bones weren't meant to be added after the weight painting process.
can you transfer weights to other bones???
Thats what I'm wondering
is there a way to see the animated mesh while assigning weights on edit mode and see the live changes?
You could theorically make an animation to test all the weights and press space whenever you need to check that
i am looking for something i can't find in the new versions. there was a place where i could select vertices and get a list of just the vertex groups they were assigned to. there i could type in the weights. it was really easy to use when you have a lot of bones on the armature and need mathematical precision. does anyone know where i can find this?
oi! i found it. it was in the Item tab of the N-key menu in edit mode
you can also turn on weight paint overlay in edit mode in the overlays menu down by the viewport shading options. it can also be good to mess around with what modifiers (like mirror, subsurface and armature) are visible in edit mode. blender is just a bundle of joy... WHEN you know how to use it -_-
I have tried to parent an armature to a mesh countless times. Many tutorials. This one and the Blender Rigging tut. Zero luck. Everything works until I parent. Armature wont control the rig. Vertex groups exist. Cannot figure it out and tired of spending hours and hours trying to find whats wrong lol. So much time lost.
select the mesh first before the armature
and it will parent
BLENDER MARRY ME
How do you mirror one bones weight painting to to another like one arms weight painting to the other arm
there's a 'symmetry' option in the tool panel, with axis.
For hot key users...
pls where the blender 3.0 with cycles x!!!! pls
4:56 "Then shit select"
I am sorry, but i truly hate your UX especially the weight PAINting one.. 90% of what is mentioned does not work...
im a haki user myself