So, every tutorial I see people get good results with auto-weights but I’m getting complete abhorent results. My step-by-step is:
- create rigify meta-rig;
- place everything in edit mode.
- generate rig, apply the transforms to the model and to the controller set.
- selecting model and then controller set and parent with auto-weights.
Could I be doing sth wrong? Is there any tuning for the range the bones will grab the mesh volumes that I don't know of?
Thx.
Replies
Just followed this one (above) and everything worked ok. Using the basic bones after deleting the face rig and only about 5 rouge verts that needed fixing. Te video shows the correct procedure and I attached about 5 models to the rigify rig. I havent edited bone envelops yet but that is possible and there is a youtube vid on that. Nonetheless you should get mesh deformation in pose mode. If you have multiple objects attached to the rig it is advised to copy the modifier over to those as rigify is known for only auto riging the first object selected. In my situation it included all objects assigned to it tho.
I am on 2.82 beta atm and it worked pretty well for that.
As a matter of fact, rigify/meta rigs have absolutley nothing to do with auto weigths, and shouldn't even be part of your question. The actual bone armature is what you need to access, nothing else.
This manual process can be very quick if you use the "Inside Out" weight paint method:
https://blenderartists.org/t/normalize-unlocked-groups-and-the-inside-out-weight-paint-method/1120728