In this tutorial I go through the basics of weight painting character models for animation and video games efficiently, and resolving some common problems. / floatharr / floatharr
This video got me better results in an hour than I got in literally an entire day of trying to manually paint, smooth, and clean joints. Thank you so much.
I can not thank you enough! This is absolutely the best training I have seen on the web. I mean it. No music, no swirling(spinning the scene needlessly), and the explanations fit exactly to what the headaches can be. You covered creases and bone axis alignment. You even show the setup for each editing arena! Golden, dude!
I love love love finding videos like this that belong to people out there that aren't in the mainstream that have all this expert knowledge on how to do their little niche in blender. Thank you so much for teaching me about weight painting
Many of these tips directly address problems I was having. Resetting the rotation of bone poses was one of my biggest problems, because I didn't know how, so I simply refused to paint weights after I had changed the posing, so that I could use undo to change it back to its original position. This would make it very difficult to paint weights inside crevasses, so I'm glad to find out I can reset rotation on bone poses with Alt+R.
Not gonna lie, this has been the most helpful video on weight painting ever. Your workflow of not caring about the colors and just smearing the weights around is so efficient!
I was working on my character today but following your advice and the weight painting process made much more sense. This channel and video deserve more visits. Thank you!
Wow, there's so much great and massively helpful stuff I didn't know in this video. Thank you so much! "Preserve volume" - So there is a checkbox that makes everything look so much better with one click? 😦 Mind blown.
Using the smear tool with automatic weights beforehand is genius and makes the work so much faster and also easier by reducing the problem of weight painting the wrong thing.
I have been looking for something like this for so long!! seriously you have addressed so many issues I had while weight painting.. thank you very much!!
Bro. Thank you. This video is so helpful. I'm still in the middle of it and trying to apply it to my project but I didn't want to forget. Already learned so much. I have really been struggling to find answers on this issue, and your tutorial is concise but thorough. Thank you
How do you select bot the bone and the mesh? You just say, "Pose mode. Weight Paint mode" and then start painting. What keyboard shortcuts do you use at 8:50 in the video?
16:45 Maybe another reason to set up a basic pose library first, not just to try out the weights, but also to let you get parts of the model out of each other’s way.
Weight painting is one of things where beginners (like me) get confused because we do everything we've been taught and it still looks like crap. This tutorial changes all that! My characters look SO MUCH better now and I have way less stress! 😂 I have some more tips: 1. Do not use "Preserve volume" if you are exporting this character out of blender (into unity or ue4 for example) because it's a special blender feature. 2. When you have separate pieces in the same mesh (like the eyes) you can select all connected verts in edit mode by putting your mouse over the thing you want and press L. 3. Floatharr said in pose mode Alt+R resets rotation, but also Alt+S resets scale, Alt+G resets translation (basically the 3 transforms are reset with Alt)
Best weight painting video I've seen so far, great tips, thanks. For newbies like me it would be helpful if you enable the screencast keys and move just a bit slower through the menus.
I'm glad it was helpful! Good point though, thank you for the feedback. My thoughts were that it would be more valuable to show a real project, which means I need my custom hotkeys and interface... which means screencast keys aren't that useful. But you have a point :)
@@Floatharr Right, now that you mention it I remember that in the video you say you customized the keys, Blender would probably need more of a screencast for the names of the operations than for the keys (I guess it's common to customize them if you have a fast workflow). The model is great, well done, and yes, it makes a lot of difference to see how it works with a real model instead of the usual low-poly gingerbread. Happy New Year!
Oh man it was great- I always think every thing in blender is great but weight painting not. But now I see blender is great in weight painting too. Thank you so much
Ok, the smudge tool is nice, but you didn't show much about the masking features or hiding faces in edit mode... both of those methods help greatly to isolate parts of the mesh... "M" toggles mask mode when in weight paint mode, Alt+A to unselect everything, then you can mask or unmask faces with the brush on the C key or usual face selection methods... Shift+K quickly assigns all unmasked faces with the current weight when in mask mode, and sometimes getting to some faces can be a pain because they're blocked by other parts of the mesh so tabbing over to edit mode allows you select and hide the troublesome ones and they're still hidden when you go back to weight paint mode.
Those are really good points! Have to admit I haven't run into many situations where that's been necessary. I guess in cases like that where there's a lot of overlapping stuff I tend to transfer weights from proxy geometry, which might be worthy of a video of its own one day...
24:51 That’s a sign that you have vertices assigned to two different vertex groups and one of the two corresponding bones is inheriting the transformation from the other. Thus you get the double transformation being applied to those vertices. This is not a question of normalized or unnormalized weights; you must simply remove the double group assignment.
Great video! My issue is that i can't get barely decent automatic weights. My left hand has more weight on the right hip and leg than the actual left hand. It's crazy. If i tilt the head everything around just gety twisted and deformed. Do I have to do weights 100% manually?
All of my color gradients for weight paint seem to be set to 1.0, starting from the very lightest blue. I don't know how it happened and I don't know how to undo it and it makes a weird "rip" in the mesh when I try to rotate a connected armature
What's your opinion on weights vs corrective blend shapes? As far as I know, some deformations are probably not possible to achieve correctly via weights only (e.g. the bulge when the forearm and upper arm are compressed). I mean, how long would you keep correcting the weights and when would you decide you need a blend shape to achieve the rest of the deformation?
I have a problem with the opposite end of the model caving in on itself. Like, weight painting one hand, but instead or mirroring, the other is glitching out like it's melting or something.
ctrl right click to color pick a weight was such a massive find. i was just eye balling and randomly sliding the weight and strength bars to try and fade on my own. it wasnt very good lmao.
Funny thing is i kind do not know much about this process that's why i'm here actuly but if you press f3 and search for syetrize you can acutaly sytmetrize your weight painting. Maybe is a later update or smth but on 3.2 i know for a fact you can do that. Also big thankses for the video love it. Best way so farr from the ones i know