In edit mode, Select the vertex group finger4-3l. Looking at the palm it can be seen to include a vertex on finger3, region 3.
this seems to be just the surface of a larger issue of improper vertex group assignments. by that i mean, it seems the area i think things should be covered by a vertex group extend to far, or not far enough. I am not an expert, this is just my opinion and observation.
as a test i reassigned vertex groups around, and exported a custom skeleton to see if it changed based on the weighting file that is created during that process. it did not. So, my question is, where can i change which vertices are assigned to which groups globally so it is set to my specifications, for every import? or if this is even really possible as an end user.
The weighting of the skin depends on the skeleton used. I changed it for my own characters. Bigger Issue than fingers is crotch area and shoulder. Partly it does not work correctly without "keep volume", partly keep volume creates problems.
I am not a 100% sure how the first MH skeleton was weighted. I guess the assignment of vertex groups mostly was done by automatic weighting first and then manual changes. Then a few times smoothing maybe (which can result in the problem you mentioned) and then throwing away weights below a smallest size + normalizing (so that weights add up to one per vertex).
The weights of the skin are always the same when exported by makehuman. Sometimes also for proxies or for clothes. For the skin & standard skeleton the file
data/rigs/default_weights.mhw is used. It is a JSON file so you can read it and maybe understand how it works (at least a bit).
The skeleton itself (default.mhskel in same directory) has a last line:
- Code: Select all
"weights_file": "default_weights.mhw"
These are the weights. Technically it is possible to create a weight file for proxies or even clothes.
So you can replace the weights-file or copy the skeleton to one with a new name and then change the last line to a file with better weighting and place this file in same directory.
To create a weights file I hope you exported the character with a tool keeping the original vertex order (the socket plugin does it, and mhx2 also)
Last thing is to create the weight-file itself: I used an own tool for it, maybe it helps you too. Here is the github link (I have a 2.8x and 2.7x version of this tool):
https://github.com/black-punkduck/MakeHuman-Helpers/tree/master/blender2_8/makehuman_extrasand a small manual:
https://github.com/black-punkduck/MakeHuman-Helpers/wiki/blender279weightplugin.mdCreate a subdirectory in addons of Blender and place all the files in this subdirectory. Then enable the plugin, Must be something with MakeHuman in preferences
Although most is about mirroring things from one side to the other (which normally does not work good on an exported Human except from standard one), there is an mhw importer and exporter included.
With that tool you can also copy weights (save it as a weight file and load it for the next character) but when you want an own weights-file it is also possible. Create a weights file when you work with clothes or proxy meshes.
Hope that helps. I use it for my proxies meanwhile ... so it should work.