masklayer

UAhh I'm gonna be sick ! OH

uhhhhhhhhh

Tom | 31 | 🦌🌐

<3 @clip <3

 


 

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CameraPhotoTimelapseVideo
VRChatCybuckClip
LifeArtMaking(?)
Creature

 


 

"mweeh.."

 


 
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If I have my armature parented to my mesh, but some parts aren't moving with the bone they should be moving with (specifically: inside of mouth isn't moving with the head bone) - - -

Is that something I can fix in weight painting (which I'm going to learn next & currently know literally nothing about) or is that something I need to fix at the "making bones & vertex groups" stage I'm currently at (before I move on to weight painting)?

I'm trying really hard to not lean on my friends and peers for everything bc I understand yall are not google and are busy with your own things but I'm honestly not having any luck understanding what I'm finding in tutorials - they either are way too in-depth or are concise and understandable but don't cover my exact problem


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in reply to @masklayer's post:

Weight painting is just a different interface over the vertex groups.

You’ve got your list of bones, and every one has its own vertex group. Every vertex in the mesh ends up assigned to some number of those groups, with different weights associated. Weight painting lets you adjust the weights associated with each bone by painting over things, which is easier for the in-between values that aren’t just 0 (not attached to the bone at all) and 1 (completely fully following the bone).

If you have something that’s not following the right bone, it’s probably either assigned to no bones at all, or assigned to the wrong bone. Either way, this will be visible from the weight paint view, and can be fixed by painting or by assigning them to the vertex group you want.