I am trying to animate a pony. I have a bunch of weight groups for fur. I am trying to bind the rigify rig to the mesh just to make sure that everything is working before I move on into more advanced rigging setups for inverse kinematics and xmuscle systems. However, I cannot get the rig to bind with with the mesh, nor can I get the bones to bind with the mesh. Here is a link to the file if anyone can figure it out. I would greatly appreciate it!
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The mesh object then needs vertex groups with the same name as deformation bones (check the checkbox!) of the armature
Rigify does create DEF_... bones. These are the ones you want to use
keep cool
I checked your first file you posted and as I thought there is some fundamental misunderstanding going on.
- First (as you should know now) you have to use the Armature modifier on the model
- Then your vertex groups are not named correctly. For example they need to be named 'DEF-upper_arm.L.001' and 'DEF-f_toe.L' and so on
- Weighting is imo very awkward in blender if you are not just painting weights. I wrote my own toolset for it but I haven't released it yet.
- But you can auto weight if you e.g. parent the model to the armature with auto weights (there is an explicit option for it in the parenting menu). This is not perfect but should get you going with a solid starting point
- You might want to watch some (more?) youtube tutorials about rigify
The vertex group field in the modifier settings is to only be used with a vertex group for limiting the influence of that entire modifier over the mesh, not for skinning. Almost all deform-type modifiers have this kind of option.
So if I have a bone called "LowerArm.Twist.L" and I want that bone to deform the mesh, I need to have a vertex group called "LowerArm.Twist.L" in the mesh. The weights of that group will be used by that bone.
If the "Vertex Groups" checkbox were turned off, the modifier would assign weights based on the envelope settings on the Deform panel of each bone in the armature. In this case you wouldn't need vertex groups at all.
This means a beautifully rigged character can have just a single Armature modifier.