Now what I want to do is when I move a bone,to move a part of the mesh too.
I followed numerous tutorials I found on Youtube on how to do that,but even if I followed every one step by step,things just doesn’t work.
It seems most people on the tutorials explain the same method,but this method just doesn’t work for me.
Here is what I’m doing:
#1 Go to Object Mode. #2 Select the model,and then hold Shift and select the Armature. #4 Press Control + P to open the Parent Window. #5a Choose “With automatic weights”
or #5b Choose “Bone”
One tutorial told me to choose option 5a,another 5b. I tried both,but none work. Because when I went to Pose mode after doing both methods and I selected a bone to move around,only the bone moved,not the mesh,and as a result the bone went out of the mesh.
Can somebody please tell me how to do it correctly ?
Is there a step that the people who did the tutorials skipped talking about ?
Not sure I know why it is not working - I normally use the 5a option - never had a fail though I have never tried it in 2.60 specifically.
Anyway here is a test you can do.
Select the mesh.
Go into thw Weight Paint mode.
3 in the Properties window chose the little triangle icon - and open up the vertex groups - you should see a list of vertex groups with names that correspond to your bone names.
Click on each vertex group with a bone name and look at the 3d Window. Most of the mesh will be blue, but as you click through the vertex groups you should see an area of rainbow colours where that bone is. If you don’t see the rainbow colours then something has gone wrong with the binding - no idea what.
if you do see the colours - then the bones have bound to the mesh and should move.
My suggestion would be to start from scratch using “Automatic weight painting” when you parent, but before you do that delete all those vertex groups on the mesh with bone names in that vertex group box for the mesh.
Sometimes (and I’m not sure why… it generally has to do with the model), parenting with automatic weights does not work. It happens to me in Blender 2.68. It will especially happen if you use Makehuman models (something to do with the facial features causes the weighting to not apply… I think I read it’s the eyelashes).
In this case, your vertices don’t actually get weighted to the bones (follow gryff’s steps above to see that… if everything stays blue it means the vertices are not being affected by the selected bones). In this case, you’ll need to do the weight painting yourself… something I’m very horrible at.
Make sure you have applied the scale in object mode by hitting ctrl + A and selecting scale.
I had this issue not too long ago and this fixed it for me. I would parent the mesh but it wouldn’t receive any heat from automatic weights. Also, a tip that was given to me as a potential fix was to select the mesh in edit mode and go to the mesh menu > vertices > smooth vertex.