Blender - How to assign meshs to armatures?

I know this would be better asked on a Blender forum, but this is the forum I frequent, so I will ask here lol.

I have a character created of simple objects(sphere’s, cubes, etc). No extruding involved. The problem I am running into is when I try to “Set Parent to” (Ctrl P) and set to automatic weight, to parents some of the meshs weirdly(such as left foot is some how connected to the right shin).

I have tried looking and haven’t had much luck, so I want to ask here. Is there a way to assign meshs to bones individually? Everything I have found seems to be about using auto weights.

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Sometimes the auto weights aren’t very friendly. You may have to adjust the weight paint manually to get it just right.

Edit* Seriously once had my foot armature weighted on my head. It was like he would do a little jig dance anytime you moved his left foot.

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Yea, I hade an issue where alot of things on the right side were being attached to the left. I did figure it out finally, but man it is a pain to clean that up.

Thanks for the reply.

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For sure. Weight Painting can be super tedious.

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Make vertex groups, then assign those to bones. Then once you have the vertex groups assigned to bones, going in and blending the weights is a whole lot easier.

Also, model with subsurf modifier intact if you can.

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Lol! :smile:

Depending on the model, you might be able to get better results with the envelope method. It has some of the same defects as the automatic weights, but you can change the envelopes some in order to get closer.

Weight painting isn’t as bad as some people think. Generally you can either directly select the verts you want to a bone and put them in a vertex group, or you can directly paint them(red and blue, and blended gradients in between to let verts belong to more than 1 bone). It works similar to vertex color painting, but limited to only red and blue.