Weight Painting in Blender

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Weight Painting in Blender

Postby Miltades » Fri Sep 26, 2014 12:05 pm

Hello! I am attempting to weight paint a MH model in Blender.

However I am having quite a bit of trouble. I find sometimes a random fingertip is weighted a leg, or the thighs are weighted in odd spots or the spine.

Just little things like that, that have turned this into a week long nightmare.

Well, the newest issue is the bum and crotch are now melded together, with weight paint.

And Blender just plain doesn't have the capabilities to get in there close enough and select the exact spot causing the issue. Not that I've managed anyway.

Is there anyone out there, who knows how to weight paint in Blender, and might be able to help me?

Whether we screen share or I just plain throw this darned model at you?

Please and Thank you!
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Re: Weight Painting in Blender

Postby duststorm » Fri Sep 26, 2014 12:26 pm

You can export a rig along with your MakeHuman model. It's already weight painted.
If for some reason you don't like this weighting you can modify it, but at least you can use it as a start, instead of beginning from scratch.
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Re: Weight Painting in Blender

Postby Mikel_J_Gee » Sat Sep 27, 2014 4:31 pm

Hi Miltades,

sorry, but I do not (and others, I think too) what You mean.

First, Blender Weight-painting is able to "adjust" the finest possible point on Ur screen, which is the size of one single pixel! Your mentions of the capacities of Blender on this behalf, hypothiseses that You are not really familar with some functions in Blender - or! (that's what I think) You did not tell us the real prob You have.

But if it's something on behalf of "knowledge" I'd suggest to read first something like this:

http://wiki.blender.org/index.php/Doc:2 ... ight_Paint

Seccond, all meshes, imported from MH (if they are rigged) are weight-painted, that's right, BUT!! You see always (or better to say: You should see/work on) only on one vertex-group. MH-meshes are exported with a set of predefined vertex-groups for the special "deform-weights" according to the scelleton-structure. So if You weight-paint, You never paint the whole mesh.

Hope You know, how to select the single v-groups in weight-paint of Blender. (if not then use SHIFT plus LM-Button, while hoovering over the region of interest and You'll get the list of nearby v-groups in an pop-up)

The above link leads to the 2.6 Blender docu, but is still up to date in this part also in the newest V 2.71.

Last but not least: I never saw (up to now) those strange combinations, You mention above, so it would be fine to see a screen-shot (at least). (During an unstable nightly-build I saw once someting like You mentioned, but not in a stable and also not in an official release.)

Feel free to ask those questions also in one of the blender forums, cause there are many more people, who are more closer to Blender and Blender-Issues.
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Re: Weight Painting in Blender

Postby brkurt » Sat Sep 27, 2014 8:23 pm

Miltades wrote:Hello! I am attempting to weight paint a MH model in Blender.

However I am having quite a bit of trouble. I find sometimes a random fingertip is weighted a leg, or the thighs are weighted in odd spots or the spine.

Just little things like that, that have turned this into a week long nightmare.

Well, the newest issue is the bum and crotch are now melded together, with weight paint.

And Blender just plain doesn't have the capabilities to get in there close enough and select the exact spot causing the issue. Not that I've managed anyway.

Is there anyone out there, who knows how to weight paint in Blender, and might be able to help me?

Whether we screen share or I just plain throw this darned model at you?

Please and Thank you!


I can give you some guidelines that I had to apply when weight-painting the new muscular proxy (MH unstable 1.1):

(1) go into Blender and one-by-one, set the weights of the vertex groups to 1.00 (pure red);
(2) now, look at each group. How close to the musculature is the weight-painted model? (The example I usually use the shoulder joint. Does the vertex group in all red match the area for deltoid.l (left deltoid)?
(3) Once you have decided on exactly which vertices should be included in the group, remove the unnecessary ones. These are usually weighted to .250 or light blue.
(4) You should have the vertex group now matching the muscle group. Less is always more, when weight painting. The next step will depend on your mouse and screen, although a Wacom table would come in handy here. Set your pixel brush to 12--no more than 15--and paint only the outer vertices of the vertex group. When you are finished, you should have dark blue (outside the scope of the vertex group), a thin green line, and a red center.
(5) Test your rig for movement now! You might need to smooth the green-red boundary by a 12-pixel brush set to .750 (gold) inside the green edge, and a 12-pixel brush set to .250 (outside the green edge). :geek:

This is the method that works best for me, and I use all the meshes from Alpha 5.1 to MH 1.1 unstable. Works every time. :)
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Re: Weight Painting in Blender

Postby Miltades » Wed Oct 01, 2014 6:52 am

@Duststorm Thank you, I already knew this, however those weight paints go away when you swap to a new armature. The Current exported armature for SL in MH is broken.

@Mikel I know how to select the vertices groups. However Blender has an issue in weight paint mode where it can't/wont select the faces in front, but also the ones behind where you are painting. Hence picking up, by accident, bits and peices of the body that it shouldn't do.

@Brkurt That went right over my head lol, I'm so sorry but I honestly don't know what you mean/are talking about.

I ended up scrapping the file and starting fresh. I am still struggling to even rig my model for SL, let along fix the weighting so for now I'm just giving it a break until I can find someone who can help me/speak my language.
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