Weights & Vertex Groups Do Not Affect Mesh Deform
Hi,
I recently wanted to apply a new rig to an existing model. The existing rig was not very friendly to work with for my purposes, so I went about creating a new one. The old one looked like this:
And the new rig looks like this:
I still had all the vertex groups from the old armature on the mesh, so I went through and renamed some of them to the names of the new bones, and also combined a few of them where necessary and renamed the new combined vertex group to the name of the corresponding bone.
My thought was that once I parented the mesh to the armature for Armature Deform, it would recognize the vertex groups are named after the bones, and allow the deformation to occur accordingly, and since I preserved the old vertex groups from the original, I'd be saved the trouble of manually weight painting.
However, this didn't entirely work. Once I parented the mesh to the armature for Armature Deform, posing the rig didn't actually deform the mesh properly according to the corresponding vertex groups (i.e. the vertex group associated with the bone of the same precise name).
This doesn't make much sense to me, because when looking under weight painting data, it seems like the weight is correct, but it still won't deform properly:
And a similar case with the arm, but posed to show the issue further:
As you can see, only some of the vertices are affected, and it's not the ones marked in red. I'm not super great with managing weights, so I'm not totally sure what the issue is here. Is it an issue with the parenting? An issue with the weights themselves? Did I do something wrong with the vertex groups when making those aforementioned changes? Is it an issue with the rig itself? The rig was made with the newest version of AutoRig Pro, for those wondering, and was modified further from there. Does anyone have any ideas? Can provide the .blend if desired. Thanks in advance.
Posted Jan 17, 2025, 3:58 AM UTC