I have had my bone weighting fail before however all the solutions I have do not work for this mesh I have removed doubles separated loose parts and recalculated the faces.  I don't understand why it cannot be weighted it is a regular Female character  I have the model here (  Can someone help me understand what the problem is so that I can deal with this if it happens again.
122755
I have a model which have meshes that are not aligned at x axis. When I try to use automatic weight for connecting bones to meshes, I get "Bone heat weighting: failed to find solution for one or more bones" error. If I align bones to x axis, automatic heat weighting works but it is not suitable for my model.  I deleted all double vertices. And there are no open surface. Do you have any suggestion?
32701
I tried to assign different materials to face - they work correctly only on Eevee rendering.  When I tried to render using Cycles - the surface always black - doesn't matter what the material or base color, only 2 properties have value - Emission and Alpha, they work correctly, face orientation is ok on this face.    And the blend file
44703
I frequent a blog from a British psychologist, and every Friday he likes to pose an interesting puzzle or riddle. The Monday after that he posts the answer. They're good fun, and IANAP but  made my it-might-not-be-quite-as-simple-as-that detector go off.  My question boils down to this: let's say I have two identical scales, and I stand on the scales with one foot on each scale. The scales read W1 and W2. Does my weight equal W1 + W2?
42344
As I attempt to complete a "Walk cycle" with my model, the mesh at the pants line separates from the skin as the model moves or as I rotate the controls. This happens in many places on my model and it reveals the model interior. It is a one piece mesh, though, so I don't understand why this happens. Is this caused by weight painting problems? How can I fix this?
96453
I used curves to do my character's eyebrows and gave them some shape keys. But I didn't know that I coudln't give them an armature (the one for the character). Is there a way to keep the shape keys and making the curves followings the rig?
72524
So I was doing a fairly simple model of a Glock hand gun. I had already applied a mirror modifier to the model, that I had so far (which was the grip). Then I applied the subdivision surface modifier. At the point where the mirrored part of the model and the "real" part of the model met it collapsed inside of itself. Bellow will be a picture of the model. I would really appreciate it if someone could tell me how to fix this so I can get back to working on my model. Also the picture is the bottom part of the grip, it may looks like two smaller grips, they are supposed to form one. But like I said it collapsed in on itself.  Thanks, Nova
84876
Blend :   My self made rig completely deforms after automatic weights. I've altered the rotation of the IK bone, in pose mode and reset the rotation of the bones with alt+G. When I created the bones, I did not pay attention to rotation axes. Did I mention I did not took the time to rename the bones?  What I might think is the problem is the legs, of the original mesh were not completely in T Pose.  Furthermore, the lower part of the mesh breaks after the process, which is caused by other problems. I Followed this tutorial
25410
When I select the Mesh (scaled by empty), hit Alt+P choose "Clear Parent and Keep Transformation", it clears parenting, but transformation is not kept.  Is there any visible reason why the operator is not working on this specific model (blend file, collection 02)? What kind of hidden setup can cause this issue?  For now it seems like different rotation (mesh and empty), cause the issue. If empty and mesh is the same rotation (collection 01 and 03) Alt+P works fine. Since Empty is rotated it fails (see collection 02).
28810
Obviously, some characters weigh more than others (e.g. Bowser weighs more than Toad), which gives them different characteristics such as acceleration, and being able to spin other players by running into them.  My question is if there are weight classes or if each character has a different weight. So for example, the three heaviest characters are Bowser, Donkey Kong and Wario, are they all the same weight or do they have different weights? If they do have different weights, does that mean that for example, you could take the heaviest one of them and run into the least heavy one and that will cause you to knock out (or at least shove) the less heavier player?
10509
Guys i am in a big problem and don't know how to do that.i want to attach rigged skirt/cloth with my rigged character i don't wan't to lost cloth bones.
73998
I have made a simple character model and am adding a skeleton to it, so i can use it as reference and so i can get a feel for how rigging and weight painting are.  The white box (Shoulder_L) has weight and is the one linked to the bone that's within it, however for some reason some vertices in the right arm move when i pose the shoulder, despite not having any weight.   (The area within the circle is where the vertex that moves is located)  Blend File
96690
I'm trying to wrap my head around this for a while now. It's a simple question for what I think will be a not so simple answer. How would you go about modeling one leg of this stool? I would like to do it without using sculpt mode because I can't get things quite clean enough.
119354
I'm making a script to import custom objects, it is still at early stage but so far vertices, faces and uv are created correctly. I want to do weight painting through Blender's Python API but I don't know how to do it properly.  Below an extract of the code that create the objects, how I could add vertex group and relative weights? I know how to extract vertex indices and weights from the input model but don't know how to use them,   (Blender version is 2.72)      for i in range(0,self. subsetCount):         subset = self.subset[i]         coords = subset.getV3(0)         faces = subset.getIndices()         me = bpy.data.meshes.new(subset.name+"_Mesh")          ob = bpy.data.objects.new(str(i).zfill(2)+'_'+subset.name, me)         ob.location = (0, 0, 0)         bpy.context.scene.objects.link(ob)          me.from_pydata(coords, [], faces)         me.update(calc_edges=True)          mat = bpy.data.materials.new(subset.name)         mat.diffuse_color = (random.uniform(0.0, 1.0), \                              random.uniform(0.0, 1.0), \                              random.uniform(0.0, 1.0))         me.materials.append(mat)          for f in me.polygons:             f.material_index = 0             f.use_smooth = 1          # vert_uvs = subset.getV2(0x28)         # if len(vert_uvs) &gt; 0:         #     me.uv_textures.new("UV0")         #     uvlist = [uv for pair in [vert_uvs[l.vertex_index] for l in me.loops] for uv in pair]         #     me.uv_layers[-1].data.foreach_set("uv", uvlist)   edit  found this to add the group:          vxgroup = ob.vertex_groups.new("group")   still don't know how to set weights for vertices (best would be at once)  edit  I was hoping to use something like a foreach_set but can't figure out how to use it, instead solved this way:          for grp in ob.vertex_groups:             grp.add(range(0,len(me.vertices)), 1.0, 'REPLACE')   is just an example and set all vertices weight in all groups of the object ob (if you try it in console select another mesh then back to see the weights applied).
46431
I'm trying to animate a character that I have created with blender 2.71, but something doesn't work well. As you can see from the screenshot, I have created the bones, I pressed Ctrl + P and then I have chosen the option 'With Automatic Weights'.     However, when I right click on a bone and I try to move it, the meshes of the character don't move; Only the bones do it. What am I doing wrong?
62822
I have an armature and a mesh, when I parent them with automatic weighting at frame 0 (Tpose) it looks good, once the actual animation starts from frame 1 I get very ugly mesh deformations as shown below.   Could anyone please show me the steps on how to parent them so that the mesh looks nice and deforms in a good way?  UPDATE  Updated My .blend file after aligning the mesh better and applying scale location and rotation and updated the screenshot result shown below  My updated .blend file can be found
29910
I solved my other problem and I finally got it to deform to an acceptable level. However now I'm having trouble, I forgot to activate x-mirror when weight painting and I got the weights right on one side but I can't or don't know how I can transfer it over to the other side. I want to transfer the weight of thigh.L to thigh.R so is there anyway I can do this?
19830
I have made some chain links. I used the Rigid Body Tools and made the two end links passive and the others active. They are all set to shape Mesh. I've tried setting the weight to acrylic, cardboard, etc to lessen the pull they have when falling. How do I prevent these links from coming apart? I've even tried scaling up the scene but that also doesn't work.  Peter