Brilliant man. One question how could you apply this if you have expressions and lip syncing added onto, would the method interfere with other shape keys
General process I use is: -duplicate mesh -delete unweighted half of new mesh -add mirror modifier to new mesh -project weights onto original mesh There’s other methods and probably plug-ins out there that’ll automate it but that’s what I use
@@Yami_3D Ahh cool, thanks a lot. I'm trying to fix the weight painting on something and after so much hassle where it just didn't seem to work I decided to redo the whole thing from scratch and it's actually quite fun
Could you start with showing how you even got to that point. I dont have the mesh or the ability to move bones while painting, and it is insanely frustrating. I get that there is a certain level of skill expected, but a complete guide should also explain the setup or at the very least explain it is not a beginner tutorial.
This is a tutorial on weight painting not on how to set up an armature. If that’s foreign to you then you probably shouldn’t be on a video on weight painting and should look into some more general beginner rigging. Dikko has a good beginners rigging course so check that out if you’re unfamiliar with armatures
i really like the way you presented this! makes me feel way less pressured to get the rig done immediately by conceptualizing it as, like... actual PAINTING. this approach is way less frustrating than the automatic weights too-you probably saved me like a month's worth of headaches, tbh! 🙃
Hello I have followed your tutorial and everything works well. But I would like to add one more delta shape key to the same object. When I try to repeat the same procedure again, I do not get another hape key in the outliner. In other words, i don't get one moe thing that you called "Shapekey_get". And when I click "add driver" for the new delta shape, in the "drivers" tab of the "drivers" editor I see message: Driven property > *old delta shapekey name* > Value (*new delta shapekey name*) Is it possible to have multiple delta shapekeys on the same object? If yes, how can it be done? Thank you
Yes you should be able to add multiple combo shape keys. The shape key under the mesh in the outliner is just the reference to all of the shape keys on a given mesh. Its needed as the data path for the shape key driver is relative to the master shape key under the mesh. It should work if you just copy and paste the driver and change the data paths to be your other shapes
Hello I have followed your tutorial and everything works well. But I would like to add one more delta shape key to the same object. When I try to repeat the same procedure again, I do not get another hape key in the outliner. In other words, i don't get one moe thing that you called "Shapekey_get". And when I click "add driver" for the new delta shape, in the "drivers" tab of the "drivers" editor I see message: Driven property > *old delta shapekey name* > Value (*new delta shapekey name*) Is it possible to have multiple delta shapekeys on the same object? If yes, how can it be done? Thank you
super helpful tutorial! im not new to blender but weight painting is something i still struggle with and these kind of techniques are what really help me out
Could you please make a indepth video about the weight paint of the face/mouth? This goes way to quickly to follow along😭 im using the addon Face It but the weights really fucked up, im trying to fix it but no luck so far
I have another tutorial on rigging the lips. I don’t use faceit personally I don’t think any of the auto riggers do a very good job when it comes to face rigging. I find they mostly distract from the most important part of face rigging which is creating appealing shapes.
After watching about a hundred videos on youtube, Finally I found this one. And after trying and error pause and runs a hundred times, step by step when watching this video (and the other of your video about weight painting for dress and character). Now I understand the process step by step and it works very easy! Thank you so much. You safe my life! Tip: I ticked the "Front Faces Only" under Tool > Advanced This make my weight painting easier.
As a beginner, these concepts are hard to grasp but I’m on my third time watching and I think I’m finally starting to understand. Thank you for the tips!
bruh i started w a bad comm on the other vid, i see you posted this vid to correct it so i respond to my first comm and change my mind, and now i see you do the "i record myself for ten minutes saying HUEM every 2 SECONDS and not editing anything at all" like wtf, stop playing with us and just do a legit tuto if you want to do vids idk ??
@@_Washing_Machine_ i'm 12 bc i don't like when vids are botched ? i was mad bc of the double emotional shift, usually i would not care and just take the help so yeah the editing is really bad, tho the tuto himself is good
@@Yami_3D sorry I should have said it nicer I searched for a super long time to finally come across your first video into this one, I got sick of it, you're good
@@_Washing_Machine_ what ? and i swear it's not that hard buddy u will get it dw for me it was the Floatharr tutorial that helped me a looot, now i know what i do
I'm just trying but for instance - can my bone be outside the body of model? Like I'm composing stuff for mo-cap and this is not human body. Can I still bound bones to model via weight painting?
I'm not sure about your specific use case, but you can theoretically place your bones anywhere. Weight painting is just a way of parenting vertices to bones, what you then use it for is up to you
@@Yami_3D oh my bad, I just thought that you were going to show the whole rig moving in an animation at the end, but it turns out that you just moved the left shoulder and the stuff attached, thanks for the video!😅
Ayo! Thanks for the weight painting tutorial! I'm in the middle of rigging a character's face and figured that it would be good to research weight painting while I took a break. I'm glad I found you and your videos! I think they'll help me out, especially with the mouth. (Also, I thought I was tripping when I saw the sus imagery show up for a split sec. Even better, the majority of the comments don't say anything about it, which added to the delusion I felt. Anyway, that shit is hilarious!🤣 Keep doing it!)
Great tutorial!...quick question i am new doing this...what about the right side of the weights? should i repeat the same process or there is an automatic way to mirror without affect something?
@@AntonioPetitDesign imo the best way to mirror vertex weights is to duplicate your mesh, delete the right side, then add a mirror modifier and transfer the weights to your original. This method means if your topology is asymmetrical it still mirrors. There are other methods but that’s the one I default to.
man, this comment section is full of superiority complexes, huh? saying "omg its SOOO basic, just do this!" to beginners expressing confusion is about as helpful as spitting on a house fire.
I get it man but like I answer most questions within a day. The general “I don’t get it” comments can be frustrating as I dont know what it is they don’t get
i have a problem if anyone can tell me why this is. i have a root bone in my rig, and as i continue weight painting the rest of the bonest, the root bone seem to stop affecting parts of my mesh, like they just stay in position as i move the root around
@@Yami_3D they are, im thinking It must not have automatically normalized the weight because i started with automatic weights, which worked fine for the root initially, but then for some other bones i painted the parts of the mesh to 0 and those were the parts that broke
Yeah no, I'll be honest you didn't make this any easier if anything, I heard a bunch of stuff I haven't heard before and just got more confused... Lol I hate weight paint and people who are good at it tend to make everyone look very dumb by trying to make tutorials that just do the opposite of the title. Like this one.
Hello, I would like to ask about clothing with a hollow center like a short shawl. I used the nearest vertex in the data transfer to absorb the existing weight of the body and perform weight transfer. However, after application, all my small shawls were deformed to the middle. This is why? It really bothered me for a long time. I tried redoing the model and changing versions to no avail.
Hard to say without seeing the file but sounds like stray weights to me. Try removing different vertex groups to narrow down the problem bone. Techniques like automatic weights and transferring weights aren't always reliable so being able to manually weight paint from scratch is an important skill to have.
Parenting a mesh to an armature adds an armature modifier to your mesh. Empty groups means that blender doesn't automatically assign any vertex weights. If this all sounds new then I'd recommend finding a more beginner friendly tutorial
Thank you. FYI, you can use Blender functionality to 'PaintThrough', you don't need the addon for that. BrushSettings>Advanced, check front faces only, and BrushSettings>Falloff click Projected.