In this recipe, we are going to see one of the more commonly used parenting options: the handy Automatic Weights tool.
Start Blender and open the Gidiosaurus_rig_from_scratch_02.blend
file.
To rotate the bones on their local axis, enable the 3D manipulator widget in the 3D view toolbar (Ctrl + Spacebar), click on the Rotate icon, and set Transformation Orientation to Normal.
Gidiosaurus_autoweights.blend
.The Automatic Weights tool creates the necessary Vertex Groups based only on the bones that have been set as Deformers in the subpanel under the Bone window. It then assigns weights inside a range from 0.000 to 1.000 to the vertices contained in these vertex groups, calculating their proximity to the bone with the same name. In short, the arm.L bone will deform only the vertices inside the arm.L vertex group, and with an intensity based on their weights.
Because we used the Automatic Weights tool to skin only the sole Gidiosaurus mesh (leaving the skinning of other objects such as the Eyes or the Armor for the next recipe and method), before the parenting we had to check for any bone erroneously left as a deformer (that is, one of the several control bones in the previous chapter), but, especially we had to temporarily disable the Deform item for the Armor bones, which otherwise would have also been evaluated by the tool for the body.
In most cases, the Automatic Weights tool can give quite good results without the need of further tweaking; however in some areas, for example the head, where the head bone length doesn't fully fit the upper part of the shape of the mesh and where there are also other deforming bones, it can easily fail.
Look at the following screenshot; at first, by rotating the head control, the only issue seems to be some of the teeth left out from the calculations but then, simply by moving the controls for the eyes, tongue, and jaw, it becomes evident that the tool assigned several vertices to the wrong bones merely based on their proximity to that part of the mesh:
Although at first sight this can appear to be a total mess, it's usually less complex to fix than one might think.
For the moment, by selecting the Gidiosaurus mesh and pressing Ctrl + Tab, we go in to Weight Paint mode, and by right-clicking on a bone (the Armature is still in Pose Mode), the weights of the corresponding vertex group became visible as colored areas on the mesh; the color red corresponds to a weight value of 1.000 and blue to a value of 0.000, with all the intermediate hues corresponding to the intermediate values. For example, green = 0.500 and so on.
Let's see all this step by step:
By clicking on the head bone and/or the mand bone, the reasons for the bad deformations are immediately clear: the Automatic Weights tool didn't assign the whole upper part of the head of the character to the sole head vertex group (and therefore to the bone with the same name) with a full value of 1.000; instead, it assigned part of the head mesh to the eyes bones, other parts to the tongue.005 bone, some to the mand bone, and so on.
Obviously, this isn't the tool's fault, but it is an unavoidable issue due to the particular arrangement of the bones in the head area and can be quite easily fixed anyway; we'll see how in the next and the Editing the Weight Groups by the Weight Paint tool recipe.
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