Blender rig mesh deformation problem

Hi, probably unity forums aren’t the right place to put this on, but blender forums are basically dead, I made 4 threads there about different stuff and none got an answer, so I’ve decided to put it here. If anyone could help me I would really appreciate it.
Hre’s the thread on blender forums: http://www.blender.org/forum/viewtopic.php?t=28304&highlight=
By the way you can answer to my problem here instead of blender forums, I don’t mind at all.

Try blenderartist.org.

You could parent your rig to the mesh with empty weights and then assign your mesh to the bones indivually. My assumption is that you have your body arms and legs as separate objects. In edit mode you would need to select the vertices that you want to deform and assign those verts to the bone in the vertex group panel.

I’m on my iPad At the moment or I would share a screen shot of what I mean.

I used empty weights, and did all the weight paint by my self, I’m probably not weight painting it right :confused:

You wouldn’t have to weight paint if you character is made up of boxes. Do you have a screenshot we could see?

When you use the empty weight method and create “vertex groups” you should use Edit mode to select the geometry you would like to assign to the bones.

Another thought. It might have been possible that you didn’t delete the vertex groups that were already automatically assigned to your mesh before you used the empty weights. You can do this by either deleting the rig or going into the vertex group panel and hitting the minus button until its empty.

If I were to make a Minecraft Steve (matching the original), I would:

  • make one mesh consisting of six six-quad boxes (the head is actually two nested boxes) plus a cape quad.
  • make one armature consisting of six bones
   + torso
      + head
      + arm.L
      + arm.R
      + leg.L
      + leg.R
      + cape
  • each bone has the “Connected” flag cleared
  • if there are any vertex groups on the mesh, delete them all
  • select each box in turn, and create a vertex group that contains only those vertices
    (select both head boxes for one group)
  • name each vertex group exactly the same as the bones they follow
  • unwrap the mesh using the Smart UV Unwrap, great for boxes
  • arrange the UVs exactly like you find in the standard Minecraft skin PNG files
  • turn off all sampling interpolation to give the big pixel look

This will be poseable in Blender and in Unity (export via fbx format).

Now, if I wanted to make bendy elbows or legs, more like the Lego minifigs in their video games, I would have to decide if I wanted to do it for Blender or for Unity.

In Blender, each limb would also get a little deformation lattice, and the lattice would be deformed by extra IK or FK rigging. Other than simply subdividing the mesh a few times, this would require no special work on the mesh. All the limbs can bend and twist like blocks of gelatin.

In Unity, you will want a figure that relies only on deformation bones in one armature. This is more complicated to design. Bending a cardboard box on an armature involves a lot of squashing and stretching and folding. Some folds will overlap themselves into little creases, unless you use very gentle bends and/or chains of bones that can curve gradually. It can’t just bend like a noodle without a lot of forethought.