Bone heat weighting failed to find solution for one or more bones
Bone heat weighting failed to find solution for one or more bones
Bone heat weighting: failed to find solution for one or more bones
I am creating men/woman character using MakeHuman tool and import into the blender tool. I followed the steps given in the below youtube video tutorial to work with blender.
I can generate the armature. But When I skin the armature into the character I got the following error
What may be the problem and how can I fix this?
3 Answers 3
I also faced this message, the reason was that the model wasn’t symmetric (after twiddling with an already applied mirror modifier). In this case you could try to cut off one half and mirror it again. After that the parenting with automatic weights should work.
What ended up working for me was selecting the object and centering it and the root bone to the origin, and rigging the rest of the object.
What is important is that the very first bone that you place is centered at the object.
I have run into this as well;
I’ve also had this happen around the toes on barefoot human models, but haven’t gone to the trouble of figuring out what specifically was the problem.
bone heat weighting failed to find solution for one or more bones
I am guessing you guys get this a lot, but I’ve tried everything to fix the Bone Heat Weighting Failed error. I have no idea what to do, so if you guys can somehow fix this, then you’re amazing.
2 Answers 2
Got it. The use of a Decimate object modifier can aid in solving your problem. Note that in my rigging of your mesh, I changed the names and added a bone between the feet. This can be used to move all bones, as all other bones are parented to it.
Solution
Go to the Object modifier tab in the Properties panel and delete any Armature modifiers. Add a Decimate modifier from the dropdown. Select Planar from the three options and set the Angle Limit: value to 6.4. It should look something like this:
Apply the Decimate modifier. Next, select your mesh and then your armature. Key Ctrl + P to open the parenting pop up menu and select With Automatic Weights under the Armature Deform section. The option should look like this:
Bone heat weighting failed to find solution for one or more bones (tried all fix, don’t work)
I’ve modeled with guy this week and I wanted to rig it, but I got this error. I’ve tried all the fixes I’ve founded (remove doubles, deleted constraints, delete modifier, add and apply decimate modifier, etc.).
Here is the blend file:
3 Answers 3
So I separated all objects and parented each one by one and it seems that the belt and torso are the issue. I tried to recalculate the normals and Remove doubles, but it seems that there is something wrong with the two. Maybe try Retopo-ing the the two. Also for whatever reason there is no weight appearing in the weight paint mode which brings me to the conclusion that you will have to manually weight paint the model after fixing the two objects of course.
Additionally I looked up the issue and found a concise list of the stuff you need to check in your model on a reddit forum Here it is:
Bone Heat Weighting: failed to find a solution for one or more bones [duplicate]
I’m having a problem automatically assigning weight to my mesh. I have been following this tutorial http://blog.digitaltutors.com/rigging-minutes-blenders-rigify-addon/ to teach myself how to create an armature and when I get to the section for assigning automatic weights I get the error «failed to find a solution for one or more bones.» I do everything it suggests in the order it suggests it and everything up until that point works, as such when I continue with the tutorial the bones are not associated with the rig and I cannot move the mesh around.
I have been looking at other similar posts about the issue and have tried removing doubles, joining the meshes eyes to the rest of the body, turning Axis mirror on and having Bone Envelopes turned on. However none of the ideas solved the problem.
Any ideas as to why this is happening would be greatly appreciated.
It is also a MakeHuman model but I removed the rigging provided by the MakeHuman software manually.
To clarify that this is not a duplicate as it has been suggested. I followed what the solution provided by Shady Puck suggested and removed the armature modifier and instead applied a Decimate modifier. I selected Planar and set the angle limit to 6.4 degreees. I then proceeded to select the mesh then holding shift selected the armature and pressed Ctrl + P and selected «With automatic weights» but the same error message «Bone Heat Weighting: failed to find a solution for one or more bones» still appeared. I then followed the advice of the next answer given in the same link (to set the origin) and still the same error message was displayed.
Heat Weighting: Failed to find solution for one or more bones
I cant figure out why I get problems rigging this mesh.
I get an error stating
Bone Heat Weighting: Failed to find solution for one or more bones
5 Answers 5
I know 2 situations where this problem raises:
I do not know the exact reason why the algorithm fails in these cases and if there are other cases as well where it fails. However it must be related to ambiguities while calculating the weight ratios for the involved vertices.
I took a quick look into the blend file that was provided by the OP. I found the head of the character has many duplicate vertices (about 320). Removing doubles solved the issue in this particular case.
I removed two duplicate verts from my model and it helped.
When that alone did not fix it, I also removed the Subdiv Modifier and was able to generate automatic weights. I had been able to assign envelope weights beforehand.
A few extra things that I’ve seen cause autoweight failure:
Non-manifold geometry. In particular, edges that connect 3 or more faces. These can be found by using the «select non manifold» operation in edit mode on vertex or edge mode and changing it to operate only on «multiple faces» (but really, you should be fixing anything non-manifold, with the occasional exception of «boundary» if you know what you’re doing.)
Degenerate quads. By this, I mean quads where three or more verts are collinear. This usually happens from somebody being overzealous with advice to make everything a quad, and not having a great idea how to do that. If you have 3 collinear vertices, just dissolve the center one and live with a triangle. A triangular quad is worse than a triangle anyways.
Vertex density. You see this when people, usually beginners, try to weight dynotopo sculpts. The reality is you shouldn’t try to rig a dynotopo sculpt to begin with! Even if you manage to get weights, a dynotopo sculpt is too vert heavy to pose. If you want to rig a dynotopo sculpt, do it via mesh deform from a low poly, or bake its normals to a low poly. I consider 100k verts to be a generous upper limit for vert count in a mesh I want to autoweight. (Saddle shapes seem to be especially vulnerable to vertex density-related failure.)
Scale. And by this, I don’t mean object transforms of the mesh or armature, but literally, how big your mesh is in Blender units. If you make models to the «recommended» scale of 1.0 unit = 1.0 meter, you will regularly encounter autoweight failure. If you instead make models to something like 10 units = 1m, your autoweights will work. Of course, if you’re having trouble with this and don’t want to change your scale, you can always scale up (armature + mesh), autoweight, and then scale back down. I can see no reason why actual world scale should cause problems with autoweights, but it does. I believe it’s linked to vertex density in 3) above, as denser meshes seem to require larger scales for autoweights.
I found that my vertices were too close together once I used the relax option twice from the W menu, right click bottom option in 2.82a, my rig and model paired perfectly, only a little tweak on the head and jaw bone.
As an update to this very useful question, in 2.92 I often run into this after a major sculpting session, when I’m trying to attach my mesh to an armature. Sculpting with dyntopo can give you a crazy vertex count that is easy to screw up, but we have a few new features that can come to the rescue.
«Magic button» methods like the earlier ones tend to come with a price—while triangulation and quads-from-tris works for the most part, sometimes I’ll have an irrevocable count of additional triangles in my mesh which it just can’t merge into quads. Remesh works reliably, but destroys the sculpture and again, gives me an absolutely unreasonable vertex count.
The Duplicate, Remesh, and Transfer Method
To begin, duplicate the mesh (Select and Shift+D in Object mode). Then, apply Remesh to the duplicate, on sharp, with just enough iterations to cover the region of your armature’s control. Don’t worry about what it does to your duplicate’s geometry. (Feel free to play with the other settings if they work better in your situation.) You will now have a mesh which will reliably animate, but loses all of the character of the original.
The next step is to parent the armature to the new mesh. (Select the mesh, then the armature, then Ctrl+P.) Select «With Automatic Weights». You’re now almost done, the new mesh should animate with your armature well.
Go back to your original, and add a Data Transfer modifier. (It should be in the top left corner for 2.92.) What this does is transfer features of a different mesh to their best match in the host mesh. You’ll want to check «Vertex Data» and «Vertex Groups», on «Nearest Vertex» for mapping mode. Since ultimately bone weights are just vertex groups, and we’ve created automatic ones for our duplicated mesh, this will copy them over to our original.
Click «Generate Data Layers» so it does its job. Go make a coffee, it’s probably going to be a bit before it’s finished. You can verify that it’s doing its job afterwards, but expect significant delay, as we still need to do the next step to make it efficient—apply the modifier. Go back to your modifiers in Object mode, select Data Transfer, and hit Ctrl+A to apply it. (Again, expect a wait on this; it’s just the result of your very detailed mesh, it is working.)
Once Data Transfer is applied, you can delete your new mesh and work with your original. In my experience, no matter how bad your mesh topology might be, this will do the job for animation.
For as long as the link works, I go over this in detail on my blog.
And if that doesn’t work.
You can still get your hands dirty.
The other option is to pick apart your mesh by selecting part of it in edit mode, Shift+D-ing it, and parting by selection (P); and then trying to animate the chunk you duplicated off until you’ve found the location of the offending geometry. It can take a while, but it will allow you to efficiently identify the problem and make a manual change to fix it. (Remember that there are often multiple issues, not just one.) The remesh-and-transfer method above works in most cases.
Bone heat weighting failed to find solution for one or more bones
Hello, Here is a copy of the discusssion previously open on Discussion list to assist animation developers On Mon, Apr 17, 2017 :
Hello,
I can’t succeed in parenting a character to a rig with the «automatic weights».»Bone Heat Weighting: failed to find solution for one or more bones» is always returned.
This method appear to work only with characters made out from cubes.
The characters I use are regular and imported from Poser or created with Manuel Bastioni software.
I read many posts about crossing geometry, non-manifolds, normals, cleaning up etc. I spent hours trying to clean a character, removing non-manifolds, normals, no extra point, no crossing geometry etc. in vain
I have some queries :
I wonder why this algorithm is so unefficient where «envelope weights» always returns a weightmap zone which is usually pretty good but too wide.(spreading on opposite side of the character)Because of its name, would you answer but «Envelope weights» has no problems with non-manifolds or whatsoever. and does the job.
In conclusion, «Automatic Weights» should be less restrictive, more informative and assign weightmaps where it can instead of nowhere at all.
Thanks for your help.
Gregus
This issue happens often when a mesh is made of 2 or more unconnected
mesh parts in the same mesh object. For example when you create a set of
teeth for a character but modeled them all in one object. Or mesh based
hair strains, things like that. The weighting algorithm then can not
decide how to distribute the weights for some of the vertices.
The workaround is as follows:
1.) separate the Mesh object into parts (‘p’ in edit mode) where each
part contains one of the partial meshes
2.) Do the automatic weight from bones for all parts
3.) Join the parts back into one object
It should not be too complicated to improve the weighting operator: The
operator could run the weight algorithm for each unconnected mesh part
separately. Then the user would not need to bother with separating the
parts and later rejoining them.
Regarding the information about which vertices are affected: I have
looked at this a while back, but i could not figure out how to get the
list of affected vertices from the weighting functions. I looked into
this down to the function
On 18.04.2017 10:14, Sybren A. Stüvel wrote:
On Mon, Apr 17, 2017 at 02:17:15PM +0000, Grégory Roger wrote:
I can’t succeed in parenting a character to a rig with the
«automatic weights». «Bone Heat Weighting: failed to find solution
for one or more bones» is always returned.
Can you open a bug report at https://developer.blender.org/? There
you’ll be able to attach a blend file that shows the issue. Please try
to make the file as minimal/small as possible to show the problem (so
not with a rig of 100+ bones).
with «Automatic Weights» and during the process :
aside, but on the correct part of the mesh the script should go on
and assign weights.
I don’t know what that sentence means.
selected so that we know WHERE is the problem
Rigging Error «Bone Heat Weighting: Failed to find solution for one or more bones»
2 Answers 2
remove all modifier
place the root bone to the center of the model
apply the subsurface modifier and parent them
apply the decimate planar modifier Posible this will help?
I found the problem for me. I scaled, rotated and moved the mesh and the skeleton in object mode. Meaning the object center of both of them doesnt match. Set the position and rotation in object mode on all axis to 0 and set the scale to 1 (for both skeleton and mesh) Go to edit mode move your mesh and rig around and make everything fit. Now go back to object mode make sure position, rotaion and scale are still the same for mesh and skeleton. if so you should be able to parent your stuff properly.
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Error : Bone heat weighting : failed to find solution for one or more bones [duplicate]
With the bones parenting with Ctrl+P. Automatic Weight getting this error.
I have 3 bones only. Removed all the doubles. Applied Rotation Scale. All modifiers applied, All mesh are attached. still there is error. Any suggestion. I tried the manifold option from the 3d print addon still did not work.
1 Answer 1
Your mesh is made by different spare parts, which also intersect each other, and this is not what automatic weight is ready to manage.
A workaround can be separating every single piece in one different object (Jacket, legs, pants, ect.), you can do it by selecting all vertices, then press P > Separate by loose parts.
Then you can parent every object to the rig, and later you can join ( Ctrl + J ) everything in a single mesh as weights are properties of vertices, and they don’t change if the meshes are merged.
Anyway I would suggest you to parent your mesh using With empty groups option, then do manual weighting, with paint or direct assign, because with automatic option you will have lots of intersections between various parts of the mesh (and possibly clean some ugly topology and eliminate interiors as far as you can).
Я хочу сделать анимацию своего персонажа.
Делаю костную структуру, как здесь.
Блендер выдаёт ошибку.
(Я думаю ошибка связана с плечами).
Что не так, как исправить?
1 ответ 1
Это довольно частая ошибка, возникающая из-за пересекающихся мешей. Что можно попробовать сделать:
Всё ещё ищете ответ? Посмотрите другие вопросы с метками анимация blender или задайте свой вопрос.
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Bone heat weighting: failed to find solution for one or more bones (tried all «solutions»)
So I’ve been trying to create this mesh for a while, and the rigging is the only problem I’ve had so far. I’m trying to rig just the head of a dragon, and I keep getting the same error message over and over when applying the automatic weights «Bone heat weighting: Failed to find a solution for one or more bones». I have tried all the fixes for this I’ve seen, such as decimating and subdividing the mesh, making sure the mesh is symmetrical across the x axis, making sure the origin for the bones and the mesh is at the center of the mesh geometry. Is there anything else here I should try? If you would like to try for yourself, I can email the file to you should you be interested. Any insights and help is greatly appreciated!
2 Answers 2
You could try this [30 char filler]
The mesh should be manifold (no doubles, no internal geometry, no holes, no spare parts, no intersections between geometries) to be sure the automatic weighting goes OK.
You can break your model into different objects to understand where lies the problem.
Apply rotation and scale, and modifiers.
Sometimes temporarily adding a subsurf modifier to the mesh helps the algorithm.
If not, use manual weighting or upload the file for help.
How to fix «bone heat weighting: failed to find solution for one or more bones»
i have rigged this gingerbread man, and also i have made everything one object so when i rig it, the WHOLE gingerbread man will move. but when i parent it, it says » bone heat weighting: failed to find solution for one or more bones». how can i fix this?
here is the blend file:
EDIT: after trying to figure out the problem, i discovered this problem only occurs when i set the parent with automatic weights. hope that helps.
2 Answers 2
If you want the frosting move according to the main body I would recommend the DataTransfer modifier as solution.
Therefore you should parent the frosting to the same armature as the Gingerbread man. But you don’t have to make weights just the empty vertex groups.
My example scene looks like this
So, for Bone deformation we need the Vertexgroup information projected from the Base(your gngerbread man) to the Addon(your frosting).
The modifier has to be on the Addon and it should look like this.
depending to the Size of your object you may change the ray radius
After getting the weight information from the base object you should be able to join the two meshes together(but you don’t have to). The frosting should have reasonable weighting.
After projecting the vertexgroups you have to apply the DataTransfer modifier, because it will automatically recalculate it when you change your pose.
Parent just one object at the same time to the armature.
The reason the automatic parenting is failing is because it has a hard time with very dense, overlapping meshes.
The solution is to either make the frosting meshes much less dense or finding another way to put the frosting on the gingerbread man.
One way to put frosting on your gingerbread man is to paint it on using texture paint. I gave it a quick try and it seems to work quite well. I used the Lightmap Pack UV unwrap option, then went to texture paint mode and added a paint slot. The head of your character does appear to have double vertices which will need to be removed before painting though. After that just select the base color and use the fill tool to color the base, then choose the frosting color and paint it on. It will take some practice if you’re new to texture painting, but it’s definitely a possible way to go about adding the frosting.
As far as reducing the amount of vertices if you want to keep the frosting as a mesh object, I would suggest starting with a cube, scaling it down to the width of the frosting, selecting a side face and using Ctrl Click to extrude the face and create the shape. Then add a subsurf modifier at the end to make is smoother. Currently the mesh is just too dense to simplify effectively, and you would spend more time working with the frosting objects you have than if you make new ones.
Bone Heat Weighting: Failed to find solution for one or more bones?
Whenever i try adding automatic weights to my model i get that error. i recently had this problem with another model, however that didn’t help me with this one. I have tried various things like dissolving vertices in Non Magnifold mode with only boundries ticked. I’ve removed all doubles and i have no clue anymore. Here’s the blend file
1 Answer 1
One of the problems that the automatic algorithm is not good at is dealing with characters maden of spare parts and not an unique closed manifold mesh.
You can separate all spare parts and rig them one by one: it works but you’ll have to tweak the automatic weights manually, because the algorithm doesn’t know which part should be moved by which bone.
As your beautiful character is so complex, I would absolutely go with manual weighting, which is less complex than it seems, see this answer for some weighting tips: Rigify : skin overlapping clothes
bone heat weighting failed to find solution for one or more bones
I am guessing you guys get this a lot, but I’ve tried everything to fix the Bone Heat Weighting Failed error. I have no idea what to do, so if you guys can somehow fix this, then you’re amazing.
2 Answers 2
Got it. The use of a Decimate object modifier can aid in solving your problem. Note that in my rigging of your mesh, I changed the names and added a bone between the feet. This can be used to move all bones, as all other bones are parented to it.
Solution
Go to the Object modifier tab in the Properties panel and delete any Armature modifiers. Add a Decimate modifier from the dropdown. Select Planar from the three options and set the Angle Limit: value to 6.4. It should look something like this:
Apply the Decimate modifier. Next, select your mesh and then your armature. Key Ctrl + P to open the parenting pop up menu and select With Automatic Weights under the Armature Deform section. The option should look like this:
Bone heat weighting: failed to find solution for one or more bones (tried all «solutions»)
So I’ve been trying to create this mesh for a while, and the rigging is the only problem I’ve had so far. I’m trying to rig just the head of a dragon, and I keep getting the same error message over and over when applying the automatic weights «Bone heat weighting: Failed to find a solution for one or more bones». I have tried all the fixes for this I’ve seen, such as decimating and subdividing the mesh, making sure the mesh is symmetrical across the x axis, making sure the origin for the bones and the mesh is at the center of the mesh geometry. Is there anything else here I should try? If you would like to try for yourself, I can email the file to you should you be interested. Any insights and help is greatly appreciated!
2 Answers 2
You could try this [30 char filler]
The mesh should be manifold (no doubles, no internal geometry, no holes, no spare parts, no intersections between geometries) to be sure the automatic weighting goes OK.
You can break your model into different objects to understand where lies the problem.
Apply rotation and scale, and modifiers.
Sometimes temporarily adding a subsurf modifier to the mesh helps the algorithm.
If not, use manual weighting or upload the file for help.
bone heat weighting failed to find solution for one or more bones
I am guessing you guys get this a lot, but I’ve tried everything to fix the Bone Heat Weighting Failed error. I have no idea what to do, so if you guys can somehow fix this, then you’re amazing.
2 Answers 2
Got it. The use of a Decimate object modifier can aid in solving your problem. Note that in my rigging of your mesh, I changed the names and added a bone between the feet. This can be used to move all bones, as all other bones are parented to it.
Solution
Go to the Object modifier tab in the Properties panel and delete any Armature modifiers. Add a Decimate modifier from the dropdown. Select Planar from the three options and set the Angle Limit: value to 6.4. It should look something like this:
Apply the Decimate modifier. Next, select your mesh and then your armature. Key Ctrl + P to open the parenting pop up menu and select With Automatic Weights under the Armature Deform section. The option should look like this:
Rigging Error «Bone Heat Weighting: Failed to find solution for one or more bones»
2 Answers 2
remove all modifier
place the root bone to the center of the model
apply the subsurface modifier and parent them
apply the decimate planar modifier Posible this will help?
I found the problem for me. I scaled, rotated and moved the mesh and the skeleton in object mode. Meaning the object center of both of them doesnt match. Set the position and rotation in object mode on all axis to 0 and set the scale to 1 (for both skeleton and mesh) Go to edit mode move your mesh and rig around and make everything fit. Now go back to object mode make sure position, rotaion and scale are still the same for mesh and skeleton. if so you should be able to parent your stuff properly.
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Rigging Error «Bone Heat Weighting: Failed to find solution for one or more bones»
2 Answers 2
remove all modifier
place the root bone to the center of the model
apply the subsurface modifier and parent them
apply the decimate planar modifier Posible this will help?
I found the problem for me. I scaled, rotated and moved the mesh and the skeleton in object mode. Meaning the object center of both of them doesnt match. Set the position and rotation in object mode on all axis to 0 and set the scale to 1 (for both skeleton and mesh) Go to edit mode move your mesh and rig around and make everything fit. Now go back to object mode make sure position, rotaion and scale are still the same for mesh and skeleton. if so you should be able to parent your stuff properly.
Not the answer you’re looking for? Browse other questions tagged rigging or ask your own question.
Related
Hot Network Questions
Subscribe to RSS
To subscribe to this RSS feed, copy and paste this URL into your RSS reader.
By clicking “Accept all cookies”, you agree Stack Exchange can store cookies on your device and disclose information in accordance with our Cookie Policy.
Bone Heat Weighting: Failed to find solution for one or more bones?
Whenever i try adding automatic weights to my model i get that error. i recently had this problem with another model, however that didn’t help me with this one. I have tried various things like dissolving vertices in Non Magnifold mode with only boundries ticked. I’ve removed all doubles and i have no clue anymore. Here’s the blend file
1 Answer 1
One of the problems that the automatic algorithm is not good at is dealing with characters maden of spare parts and not an unique closed manifold mesh.
You can separate all spare parts and rig them one by one: it works but you’ll have to tweak the automatic weights manually, because the algorithm doesn’t know which part should be moved by which bone.
As your beautiful character is so complex, I would absolutely go with manual weighting, which is less complex than it seems, see this answer for some weighting tips: Rigify : skin overlapping clothes
how to debug «Bone Heat Weighting: failed to find solution for one or more bones»
I am having this very simple Rig and Character but I keep getting this error message. It is just a single object, has no dub vertices and all transforms are applied. How can I further debug this? any advice?
1 Answer 1
You get that error when there’s intersecting geometry that has inverted faces. Please turn on the «face orientation» from viewport overlays. Go inside the object and try to clear (delete) or invert normal faces (shift+n> invert faces), whenever you find red faces. They all should be blue to the exterior «outside» part of your mesh, not red. Last, but not least, you need 1 single mesh «clean» topology. If you previously merged «double sided faces» (coplanar planes separated), floating vertices (vertex points near each other, but they are not «merged by distance» (use F3>merge by distance), in your mesh, you will get this kind of trouble.
This is your basic run down list to check out solutions for the failed heat bone weights.
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Bone heat weighting failed to find solution for one or more bones
As I wrote at the other report, that got merged to this one now:
Auto weights was a guaranteed process with 2.70 for humanoid characters, but it doesn’t work at all since 2.75. And that is only with specifically Rigify generated rigs.
Most Rigify Video Tutorials including payed once are even mostly based on that process to distribute weights.
It’s not just some bones failing but all of them.
I can’t succeed in parenting a character to a rig with the «automatic weights» function. «Bone Heat Weighting: failed to find solution
for one or more bones» is always returned.
Character mesh seems okay, there are no separated parts and no non-manifolds vertex/edges.
System Information
win 7 SP1, GTX 670M
Blender Version
Broken: 2.78a and 2.78.4
Right now «automatic weights» just leaves you with an error message.
Then, there can be an error message at the end of the process, but maybe 80-90 % of weightmaps are created and that’s a big improvement.
The remaining «bad parts » can later be manually assigned.
Тестирование веса костей: не удалось найти решение для одной или нескольких костей
Я создаю мужчину/женщину, используя инструмент MakeHuman и импортирую в инструмент блендера. Я выполнил шаги, приведенные в следующем учебнике видео YouTube для работы с блендером.
Я могу создать арматуру. Но когда я очерчиваю якорь в персонаже, я получил следующую ошибку
В чем может быть проблема и как я могу это исправить?
Я также столкнулся с этим сообщением, причина заключалась в том, что модель не была симметричной (после слияния с уже примененным модификатором зеркала). В этом случае вы можете попытаться отрезать одну половину и снова зеркально отобразить ее. После этого родительские работы с автоматическими весами должны работать.
То, что в конечном итоге работало для меня, заключалось в выборе объекта и его центрировании и корневой кости в начале координат, а также наложении остальной части объекта.
Важно то, что первая кость, которую вы размещаете, сосредоточена на объекте.
Я тоже столкнулся с этим;
У меня также это происходило вокруг пальцев ног на босиком человеческих моделях, но не пошло на поводу выяснение того, что конкретно было проблемой.
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Комментарии • 56
С версии 3.0, выделяем все точки, нажимаем M → by distance
Спасибо за решение!)
@Lock Down в панели mesh в основном меню
@Lock Down в поиске по пробелу как вариант
А где ты нашел merge ventrices?
Благодарю за фикс! Уборка дублей помогла!
Thanks. It’s simple but Effective. 😀
Thanks! That helped me a lot! 🙂
Спасибо, оказались двойные вершины.
з.ы. Версия 2.83 (актуально)
Двигать кости надо в режиме позы, а не в эдит моде.
Спасибо огромное! Мне помог первый способ
Твой видос мне помог)) счпасибо
the best video, thanks from Brazil.
самая часта проблема это слишком плотная сетка, нужно увеличить подель и скелет и назначить веса по новой. если это одежда на человеке, то можно привязать риг к одежке, а веса передеать через transfer weights.
СПАСИБО ТЕБЕ ОГРОМНОЕ БОЛЬШОЕ НЕВЕРОЯТНОЕ
да увеличение по размеру помогло)) сяп!
парень, если бы не ты, я бы не знаю в какую депрессию упала
спасибо за твой такой важный для меня коммент!)
Ремув даблс помогло, от души!
в моем случае не помогло, но за видос с спасибо, лампово получилось
Thanks it worked for me
в новых версия немного по другому но мысль верная, ниже как решается тоже это же
www.katsbits.com/codex/remove-doubles/
Can someone tells me how to do that?
I don’t understand, if u can, translate that to Indonesian plz 😕😥
THANK U FROM INDONESIA! THANKS FOR FINISH MY TASK!
cuy gw mau nanya kalau misal make mulut gimana ya rignya lu ada solusi ga?? gw gagal berkali»
как убрать дубли в новых версиях?
Версия 2.8 ремув дублес не помог
На вкладке сверху нужно зайти в меню «Меш» «Объеденить» «By Distance» В русской версии так.
После уменьшения детализации меша у меня перс выглядит как на пс1 (потому что там все нормально с мешем и ниче оптимизировать не нужно) и в добавок к тому же его при подсоединении к костям расплющило как будто снарядом на донбасе. Так что способ не рабочий.
Неее это жесть, на персонаже уйма одежды, на всё применилось auto weight на одно нет, вершин дублирующих нет, частей нет.
Bone heat weighting failed to find solution for one or more bones
Learning how to effectively use Rigify took me a lot of time and effort. Most of it was spent searching the Blender forums for answers, trial and error and reverse engineering. I would like to save at least a couple poor souls from having to experience the same fate.
Rigify is a powerful tool that can save you a 3/4 of the entire rigging process with only a small portion of manual tweaking left to do. It automates the process of creating IK/FK controls, creates tweak bones from scratch and allows you to customize each part of it. Learning how to use it is definitely a time saver if you’re interested in e.g. asset ripping or converting models from other platforms (SFM, Garry’s Mod, UE, Unity) to Blender.
With this guide you should be able to create a full functioning rig in less than a day. You’ll also learn a lot about just rigging character models in general, making use of the wide array of quality of life tools Blender provides.
I’m stating this question because I genuinely asked myself this at some point during my first months with Blender. Was a newbie, wanted to skip the time-consuming parts of creating a rig and weight painting it, looked for cheap alternatives to hard work.
The answer is simple. Mixamo was never intended to be used for anything beyond mocap in the first place.
RIGIFY DOES WHAT MIXAMODON’T
I’m basing my knowledgly solely off of Mixamo, since that’s what I’d had the pleasure of using (thanks to a tutorial on YT)
Rigify, on the other hand, can be used for rigging even the wildest of character designs.
Let’s use a Gecko model from Fallout: New Vegas as an example.
Mixamo handled it surprisingly well. However, there are issues. There are multiple weight paint related problems such as with the hips and the shoulders, ending up with a lot of stretching and nasty mesh deformations. Besides that, the rig lacks bones for the tail and toes.
Rigify, in the meantime, can offer a much better result despite the fact the character is far from the standard t-pose. The culmination of generated IK, FK, tweak bones and arguably better automatic weights gives a lot more control over the model.
LAST BUT NOT LEAST.
Once you use a fully fleshed out Rigify rig, you’ll never want to go back to the primitive ways of rotating each bone of the limb by hand. Get ready to become addicted to Rigifying every single mesh you have in your arsenal.
I don’t own the addon, nor do I understand it to such depth as Rigify, so I can’t really go about comparing the two and state which one is objectively «the best». I can make some light comparisons, though, based on my small experience with it.
On surface level, AutoRig automates the process of generating a metarig kinda like Mixamo, but with more control over the final result. Rigify doesn’t have that, the process of adjusting the metarig remains manual. That’s definitely one advantage worth mentioning.
I have seen and toyed around with some AutoRig Pro rigs and just like with Rigify, and AutoRig will break without the script to run most of its functions. One clear downside it has over Rigify in my opinion is the unintuitive bone naming conventions. With DEF-f_index.01 you can at least tell it’s a DEForm bone.
I’m certain the addon is worth the price tag. Rigify can most likely offer the same quality, but with more manual work being necessary to reach that level.
In order to make things easier for Rigify, let’s strip the mesh to its basic components and fix anything that could affect the weight painting.
The mesh might be made out of smaller parts that are disconnected from one another even though they shouldn’t be, say, seams that separate the torso from the arms/legs or common stuff like how the Xnalara importer often breaks the mesh down into weird chunks. That can lead to a lot of issues down the line as you apply automatic weights.
Huge warning, BE CAREFUL WHEN MERGING BY DISTANCE, ESPECIALLY WITH THE VERTICES OF THE LIPS. Last thing you want is finding out you accidentally sewn the mouth together! Consider avoiding that part of the mesh altogether unless necesary.
Always, just in case, select the entire mesh (except for the lips in some cases) using A in Edit Mode, then Merge By Distance with settings set to 0.000.
Doing just that should connect everything together, ranging from hundreds to thousands of vertices. In case it results in 0 merged vertices, it means the mesh is actually okay. Whether’s that’s true or not, you will find out when Parenting with Automatic Weights. That’s explained later down the line.
Make sure that the UV Maps for each object are named the same way. Otherwise the UVs will break and the textures will get messed up irreversibly. The «UV Maps» tab can be found under Object Data Properties, go there and rename your UV Maps to, say, «UVMap».
Shapekeys of the following objects are combined and should mostly remain uncorrupted even after removing doubles.
If you notice any shading issues occuring afterwards, I noticed that disabling Auto Smooth fixes that issue.
Recently discovered a neat tool that makes separating the mesh parts a lot easier.
Having hidden everything unnecessary for Rigify, now you should be ready for preparing the metarig.
If the model comes with its own rig/has preexisting vertex groups, you can save a lot of time by having Rigify use those instead! Naturally, this minimizes any issues caused by Automatic Weights by simply depending on them as little as we can.
By now I remember 3/4 of the Rigify armature by heart, but you may want to have a metarig on the side to copy.
You can skip the finger bones/face bones and leave that to automatic weight painting, unless Rigify completely ♥♥♥♥♥ the bed. Then you can also take the time to rename the original finger bones to counter this issue. It’s always a 50/50 with Blender whether or not any serious issues occur, so it’s good to have a backup plan.
It saves time. As you rename the bones, the vertex groups of the meshes parented to this armature are automatically renamed. If the model comes with separate parts/clothing/accessories, they will all have their vertex groups renamed, too. No need to rename them one by one when you can do all at once.
Once you’re done renaming all the bones you want, make sure to Lock the vertex groups of each mesh so that they’re not overwritten as you apply Automatic Weights. Choose the Lock All option. It also includes those vertex groups you’re not planning to use/haven’t renamed, just in case.
Afterwards, you can Sort By Bone Hierarchy to make this list easier to look through.
And just like that, by cleverly reusing preexisting vertex groups, we’ve saved ourselves a lot of headaches.
Make sure to check if the model is facing the front view (1 on numpad). If that’s not the case, e.g. it’s facing the back view, enter top view and rotate it by typing in R and then 180. We’re doing this simply to make things easier for ourselves.
If your mesh is without a rig, you can perform the same action. Just mind the warning in the WHY section.
If you posed the model and want to retain this transformation, Apply the Armature modifier for each mesh affected by it. Will not work if your mesh already has shape keys.
Then select the rig and press X to delete it.
Unless you’re planning on adding custom bones for the accessories, hide any additional content such as clothing, jewelry, guns etc. using the «h» hotkey (alt + h to unhide) or doing it manually in the Outliner. Put them in a separate Collection if possible, just to keep things clean and tidy. You don’t need them right now for the metarig.
If you do any sort of scale, location, rotation changes to the rig and THEN disconnect it from the mesh (or straight up delete it), it will reset all those changes done to the mesh, usually ending up with the model becoming gigantic (notice how small the cube is compared to the model).
However, if you edit the mesh and not the rig, the rig remains the same size. If you were to delete the rig, the mesh wouldn’t reset.
an example of what happens when the mesh and the rig aren’t the same size
Make sure Pivot Point is set to 3D Cursor so the armature spawns at its location.
WHICH ARMATURE FOR WHICH PROJECT
The armatures listed above are for characters that demand movable fingers/face. However, if your character does not necessarily need those elements, you can either remove them from the rig yourself or use the rigs listed below.
If you’ve done everything correctly up to this point, the armature should spawn at the 3D Cursor.
Make sure you have In Front selected so you can see it at all times.
Check if the rig has been selected. If it is, enter Edit Mode and scale it up to fit the model.
Shoulders are usually the best indicator for the scale.
You can switch the Pivot Point back to Bounding Box Center when editing, we only needed it to place the armature and scale it.
Press N to open up the right sidebar and Tools select X Axis Mirror. It will make mirroring bones much easier.
Let’s explain the workflow of setting up the bones. The face bones have their own separate chapter.
If you want to add bones for controlling accessories, small moving parts etc. DON’T USE RIGIFY FOR IT. You can always add bones on top of the rig Rigify generates. It’s much less of a hassle and easier to adjust.
However, if your mesh has things that would benefit from more complex controls (ears, tail) etc. it’s definitely worth giving a try.
Manipulating the rig is quite simple, actually. It’s just a matter of understanding how this tool works behind the scenes.
Certain bones of the rig are given specific Types. Each type of bone (or chain thereof) tells the Rigify script how the bone should bevahe, what set of IK and FK it should receive etc.
You set the Types by entering Pose Mode and selecting specific bones.
It needs a set of at least two bones (starting with the one I selected on the image). It means you can delete the last bone and still have a functional finger rig!
You could get rid of all the fingers except for this one and it would still generate a functional rig AS LONG AS the bones are not disconnected from each other and have appropiate Types.
Using this knowledge you can apply a tail to your hot furry anthro gf and make it as long as you’d like! (you only need to apply a Type to the first bone of the tail, not all of them)
NEW BONES WITHOUT A TYPE WILL NOT BE GENERATED
If the bone doesn’t have a set Type, Rigify ignores it and it will not appear in the rig.
WORK ON ONE SIDE, THEN SYMMETRIZE IT TO THE OTHER
No need to double the amount of work, use the quality of life tools Blender provides. More about Symmetrizing below.
ALWAYS REMEMBER TO PARENT THEM TO APPROPIATE BONES OF THE METARIG, OTHERWISE THEY WON’T MOVE WITH THE RIG
If you’d like to add toes, parent them to the Toe.L/Toe.R. If you’d like to add a tail, parent the base to Spine etc
ALWAYS CHECK ONE BY ONE IF THE NEW BONES WORK WITH «GENERATE RIG» AND IF THE WEIGHT PAINT IS APPLIED CORRECTLY
It will save you a lot of headaches later on.
DON’T BE LAZY. NAME THE CUSTOM BONES
The tool needs this and YOU need this as well.
For the tail, it’s best to name the first bone «Tail» and leave the rest to Blender. As you extrude the bones, it will automatically name new ones:
Tail, Tail.001, Tail.002.
When naming bones that will appear on left or right side, use names that contain side indicators. That way the Symmetrize and X-Axis Mirror will work correctly when editing custom bones.
Let’s take a look at how Rigify names bones.
Small letters instead of capital letters work as well.
If you’re certain your character would be better off without a face rig or that the face will be posed using shapekeys, you can remove the face rig entirely. Unfortunately you cannot keep any part of this rig, it must be either completely intact or removed entirely.
Bones are hidden in separate layers. Those layers are what allows you to hide parts of the rig in the first place.
The first layer is dedicated solely to the face. Select it.
Once you have, select the entirety of this rig and delete it. Done!
Hold shift and select layers one by one (or slide on top of them while holding LMB) in order to make them all visible again.
Seeing the face bones for the first time can be a terrifying experience. Besides the stern, pride-shattering stare, the luscious lips and wide ears, the sheer amount of what could go wrong is enough to break a man.
Not you, however. You’ll learn to tame this beast. The pros are worth the cons.
It’s merely a matter of following a couple rules.
However, ask yourself if the rig needs something this advanced. There’s no point in trying to stretch this tool to its limits when you can add a jaw and a pair of eyes yourself or simply using shae keys.
Underneath the fancy UI lies your regular rig. It’s just a matter of finding an appropiate bone, e.g. connecting a jaw bone to «head», eyes to «head».
If the mesh’s head is slightly to the left or right, you’ll notice it doesn’t fit the face rig. The ear will be off, the eye, the temple bones. You can solve this by turning off X-Axis Mirror, selecting all bones except for the one called «face» and adjusting their position.
With a bit of trial and error, you should be able to end up with a good result.
Once you’re generally done with the bones, you can try to create a prototype of the rig.
Enter Object Mode, press ctrl+a and Apply Rotation and Scale. We’re doing this so the rig stays the way it is and doesn’t suddenly shrink when we apply the Armature Deform etc.. That might happen if you scale the armature in Object Mode instead of doing that in Edit Mode.
Go into the Advanced Options to give the rig a name.
Fingers crossed. it worked. You’ll end up with a wonderful looking rig. It’s not connected to the mesh, it doesn’t have vertex groups, it’s just the controls themselves.
If you don’t, if Rigify says something akin to Bone heat weighting: failed to find solution for one or more bones or the rig is mispositioned, please jump to the Troubleshooting section below.
Make sure to check if the finger roll bones are working correctly! Change the Pivot Point to Individual Origins and scale the Orange Finger bones. The green finger bones will follow suit and either clench the hand into a fist or spread the fingers.
If the green finger bones are going sideways or in a wrong direction in general, a fix for this is explained in the Rig Troubleshooting section.
If the finger roll looks like this:
You might have an older version of Rigify. Please update the addon if you haven’t already. I personally never stumbled upon this.
Create them as Vertex Groups for the teeth. Use the UV editor to manually paint the top and bottom sides with 1.000 Weight.
Then, find the teeth.T and teeth.B bones in your rig and enable Deform for each. Remember to apply Armature Deform to the teeth. Done!
Once the rig has been generated, you can hide the metarig for now. You will need it later, so store it somewhere in the background instead of deleting it.
It’s fine if bones aren’t 100% mirrored. That’s the mesh’s fault. However, they should be adjusted to avoid any very nasty looking deformations. You can adjust just one side of the armature by returning to the metarig, turning off X-Axis Mirror and editing one side only.
A rig that looks like this NEEDS to be fixed.
If the rig looks okay:
Select the mesh, then shift+select the rig. Press ctrl+p and select Armature Deform (connects mesh to the rig a.k.a. the armature) with Automatic Weights. If you utilized preextising vertex groups, double check if they’re locked so they’re not overwritten by accident.
If Blender spits out an error, look at the Troubleshooting section.
You’ll find most of the solutions here viable for all Rigify rigs.
SOLUTIONS FOR MESH RELATED ISSUES
As a universal solution, consider scaling the mesh and the armature, say, by 10 (press S and type in 10) and then parenting them with automatic weights. Doing that should fix the issue If it works, the mesh will probably shrink back to normal size separately from the armature. Scale it by 10 again to fix this.
As stated before, look into stripping the mesh of as much unnecessary parts as possible. Best case scenario would be going from full outfit to underwear. Everything will be added back either by hand or by using Transfer Mesh Data anyway.
SOLUTIONS FOR RIG RELATED ISSUES
Return to the metarig and look if any, ANY of the bones are disconnected from each other.
If you find one, put them back together by moving them inside each other. Look for more.
At the same time, enter Pose Mode and check any bones you’d meddled with. Perhaps the foot is unparented from the shin, maybe you forgot to add limbs.super_finger to the custom fingers.
Object mode, ctrl+a, Apply Rotation and Scale, Generate Rig.
If that didn’t solve the problem, look for more disconnected bones. Otherwise, you might be in a situation where you’re forced to make a new rig from scratch.
Anything akin to that means you either deleted too many bones from somewhere or the new bone chain doesn’t fit the requirements of the Rigify Type you gave it. This specific error is for the limbs.super_finger but there are countless other Rigify Types inside the metarig of yours. If all else fails, just delete it and start over with a fresh metarig.
Read the Adding/Removing Bones section for more detailed info.
Multiple different variables can cause crappy automatic weights:
You can try manually tweaking these parts by selecting them entirely using «L» hotkey and assigning weight. Otherwise separate them from the main body mesh and experiment with Transfer Mesh Data (read the Adding Clothing section). This is an issue that will constatly come up and fixing it by hand takes a lot of time and effort.
Check each vertex group if they aren’t overlapping or controlling wrong parts of the mesh.
For example, pieces of the armor are not attached to any part of the mesh. I can tell from studying the model that they’re supposed to be weight painted to the middle and ring finger.
Once you’ve located the appropiate Vertex Group, enter Edit Mode, select the disjointed mesh with «l», then Assign Weight to it. In this case, 100% Weight is best for armor pieces so as not to make them unrealistically stretch. Usually, though, the general rule is to make it follow the strength of the Weight Paint of the Vertex Group (a.k.a. if upper arm is «yellow», make the disjointed parts that are supposed to be connected to it also «yellow» (somewhere around 0.7-0.8 Weight).
Something went wrong when you were posing the fingers in the metarig.
The first simple solution is to make the fingers in the Metarig bent a little. Simply grab some joints of the bones and move them up on the Z axis.
If that doesn’t work, try changing the bone roll of the broken finger Inside the metarig. Select the Metarig finger in Pose Mode a.k.a. the limbs.super.finger bone and the option should be present there. Then update the rig by generating it again with made changes.
Rigify’s bad reputation often comes from the fact that people who use automatic weight painting don’t clean it up after.
Automatic weight painting in Blender has an issue where it often overreaches how much certain vertex groups control their respective bodyparts. The most common issues are:
And the face rig, oh the face rig.
Due to this I insist you make use of the mesh’s preexisting vertex groups if it has them. It can save a lot of headaches. If you’re in a situation where that isn’t possible, though.
Generally I would resort to two options:
If I need to be precise, I use Vertex Selection to clean up bits and pieces of the rig
I can also use Vertex Selection to check which vertex groups affect a vertex. Makes it easier to hunt down the culprits.
There are two ways to add back clothing to the mesh, either via Transfer Mesh Data or by hand.
In order to apply clothing to the mesh, we’ll be transfering the vertex groups of the main body. We’re doing this instead of Automatic Weights because it guarantees the clothing copies the weight painting of the mesh you’re attaching it to.
Change the tool settings to these:
If the mesh overlapped in certain areas it might lead to incorrect parenting. The best way to prevent this is to just move the vertices apart before weight painting. Otherwise, to try and fix this you can enter Weight Paint Mode of the clothing, enter Vertex Selection and hunt down the individual vertices causing this deformation.
With the vertexes selected, either fix them by hands or use the Smooth tool under the Weight panel. Subset to All Groups and change the Factor until it looks just right.
Some parts of the mesh that shouldn’t stretch, e.g. armor pieces, small accessories, can only need one vertex group to be applied to the mesh.
In that case it’s a matter of studying to which vertex group it should be applied. The chestpiece in this example would work best for DEF-spine.003. I set the Weight to 1.000 to avoid any kind of stretching.
A helm only needs to be connected to DEF-spine.006, pauldrons to DEF-shoulder.L/R, vambraces only to DEF-forearm.001.L/R and so on, so forth.
Rig Layers, along with other Rigify layers, are hidden in the viewport’s right sidebar, under the Items tab.
You can add more layers to this list, I address this in its own separate chapter in the guide.
With the IK/FK bone selected you may dynamically change and animate transitioning between IK/FK.
You can also snap (copy the pose) IK to FK and vice versa, allowing for seamless movement.
You can also toggle controlling the elbow movement with either the default «automatic» rotation or by using a pole target that you move by hand. The pole target is a preferred option for e.g. scenes where the character has their elbows on the table or when the default «automatic» option is just broken.
On top of it all, you can switch the parent of the IK bones and the pole targets. However, a word of warning, animating this is possible but it breaks apart very easily. Do not experiment with this on a project without at least a backup file.
Using the Rubber Tweak, you can quickly solve issues that previously demanded reconstructing the knee sections of the rig.
Select the desired Tweak Bone and adjust the Rubber Tweak slider.
You can adjust every tweak bone, be it by moving the slider or moving the tweak bones by hand. Just don’t forget that there’s only so much that Rigify can do. If the model has bad topology, it will bend and deform badly. Simple as that.
Assuming everything works correctly up to this point, you can scale the orange finger bones down to curl them up into a fist or to open the hand up. Normally creating a system like this is extremely time consuming, as you have to add a constraint to each individual bone.
If you made a bunch of custom bones and wanted to sort them separately from other ones, I recently discovered a way to modify the script responsible for controlling the Rig UI.
Once generated, the rig comes with its own rig_id that can be seen in its Custom Properties and a script called «rig_ui.py».
First, open the Text Editor and select the rig_ui.py file.
Go to the very bottom of the script and start scrolling up, you’ll eventually find a section that looks like this:
BOUNDARIES OF THE RIG LAYERS CODE
Between these lines of code:
lies the code responsible for Rig Layers.
RIG LAYERS CODE EXPLAINED
is used to make a new row. If you make more than one layer in one row, they’ll be put next to each other (example, Face (Primary) and (Secondary))
is made to make a space between the rows. Spam it together with row = col.row() to make large spaces between rows (as seen in the example at the end)
is the entire layer.
MAKING A NEW LAYER
The number of the index translates to the Layer of the rig as seen in the rig’s Object Data Properties, starting with 0 and ending with 32.
The text bit is self-explanatory.
You can put the code between any of the preexisting layers, at the very top, the very bottom, however you please. Make sure not to make any spelling errors.
You can also remove Layers by simply deleting their code.
Example of new rig layers with big spaces:
The changes will only apply once you run the script.
In case you completely break the script or it somehow gets lost, assuming that the rigs are identical in structure, you can always make a new one by generating a new Rigify rig. Then you simply change the rig_id and you preserve all of the IK/FK functions and the Rig Layers.
If you only want the Rig Layers themselves, the ability to visualize the layers without any extra bells or whistles, you can!
Since the original rig_id is no longer needed, you can rename it to whatever you want, for example «char_rig«.
Parts that you have to rename are called XYZ.
The rig is stuffed with lots of different parts that are making it work. In order not to make the Outline hardly readable and easier to maneuver around, consider moving all different objects to their respective collections. There’s also a good reason for doing it which is addressed later in this chapter.
Make a one main Character_Name collection and put everything inside it. That includes the Widgets collection.
Enter the character’s blend file and for the sake of the tutorial, take a look at what’s inside the folder Object. Most of them are custom shapes the rig had generated for itself.
Go back and enter the Collection folder. Simply select your main Collection, append it and you’re done!
Appending a collection will automatically append every collection that was inside it, preserving hierarchy and keeping things neat and tidy. That includes the Widgets and its hundreds of custom bone shapes.
Also consider putting the metarig inside this collection so that anyone more experienced can improve upon your rig!
Done! This technique should help keep things as clean as possible.
Rigify can be used to bring any kind of creature to life, be it a human, a dog, a shark (no kidding, there’s a metarig for a shark), trees etc. Due to the way it’s scripted, custom bones aren’t a problem.
If you’re willing to put in some, work, you can make an advanced rig for just about any SFM model, asset ripped video game characters, your own original works.
Its flexibility allows for easily adding whatever it is you need to have control over in animation. It’s relatively reliable and anyone can make it work if they try hard enough.
However, let’s not forget that Rigify is not a complete replacement for manual work. You will find yourself adding on top of the generated rig since it can’t do all the job for you. At least, not yet.
In any case, I hope I helped. Have fun animating!
ความคิดเห็น • 56
С версии 3.0, выделяем все точки, нажимаем M → by distance
Спасибо за решение!)
@Lock Down в панели mesh в основном меню
@Lock Down в поиске по пробелу как вариант
А где ты нашел merge ventrices?
Благодарю за фикс! Уборка дублей помогла!
Thanks. It’s simple but Effective. 😀
Thanks! That helped me a lot! 🙂
Спасибо, оказались двойные вершины.
з.ы. Версия 2.83 (актуально)
Двигать кости надо в режиме позы, а не в эдит моде.
Спасибо огромное! Мне помог первый способ
Твой видос мне помог)) счпасибо
the best video, thanks from Brazil.
самая часта проблема это слишком плотная сетка, нужно увеличить подель и скелет и назначить веса по новой. если это одежда на человеке, то можно привязать риг к одежке, а веса передеать через transfer weights.
СПАСИБО ТЕБЕ ОГРОМНОЕ БОЛЬШОЕ НЕВЕРОЯТНОЕ
да увеличение по размеру помогло)) сяп!
парень, если бы не ты, я бы не знаю в какую депрессию упала
спасибо за твой такой важный для меня коммент!)
Ремув даблс помогло, от души!
в моем случае не помогло, но за видос с спасибо, лампово получилось
Thanks it worked for me
в новых версия немного по другому но мысль верная, ниже как решается тоже это же
www.katsbits.com/codex/remove-doubles/
Can someone tells me how to do that?
I don’t understand, if u can, translate that to Indonesian plz 😕😥
THANK U FROM INDONESIA! THANKS FOR FINISH MY TASK!
cuy gw mau nanya kalau misal make mulut gimana ya rignya lu ada solusi ga?? gw gagal berkali»
как убрать дубли в новых версиях?
Версия 2.8 ремув дублес не помог
На вкладке сверху нужно зайти в меню «Меш» «Объеденить» «By Distance» В русской версии так.
После уменьшения детализации меша у меня перс выглядит как на пс1 (потому что там все нормально с мешем и ниче оптимизировать не нужно) и в добавок к тому же его при подсоединении к костям расплющило как будто снарядом на донбасе. Так что способ не рабочий.
Неее это жесть, на персонаже уйма одежды, на всё применилось auto weight на одно нет, вершин дублирующих нет, частей нет.
Bone heat weighting failed to find solution for one or more bones
System Information
Operating system:
Graphics card:
Blender Version
Broken:
(example: 2.79b release)
Worked: (optional)
Whenever I try to connect the mech to the armature using Automatic Weights as so many tutorials suggest, I keep getting the message Bone Heat Weighting: failed to find solution for one or more bones. How can I fix this?
Event Timeline
Many things can go wrong here. May be try BlenderArtists support forum. Here is a thread that might be helpful for you https://blenderartists.org/t/bone-heat-weighting-failed-to-find-solution-for-one-or-more-bones/1144412
I believe this is not a bug.
We do not handle user support on this tracker, only bug reports. User forums like blenderartists.org or blender.stackexchange.com should be used for that matter.
And this is indeed not a bug, just that that specific case makes it too hard for the algorithm to reach a solution.
Rigging with Rigify – crash course + fixing errors
Overview
While it won’t replace manual rigging, it does save a lot of time when done right. In this tutorial, you’ll learn how to create an advanced, functional rig for any type of character in less than a day using Rigify AND how to fix common errors regarding this tool.
Intro
Learning how to effectively use Rigify took me a lot of time and effort. Most of it was spent searching the Blender forums for answers, trial and error and reverse engineering. I would like to save at least a couple poor souls from having to experience the same fate.
Rigify is a powerful tool that can save you a 3/4 of the entire rigging process with only a small portion of manual tweaking left to do. Learning how to use it is definitely a time saver if you’re interested in e.g. asset ripping or converting models from other platforms (SFM, Garry’s Mod, UE, Unity) to Blender.
With this guide you should be able to create a full functioning rig in less than a day. You’ll also learn a lot about just rigging character models in general, making use of the wide array of quality of life tools Blender provides.
Why bother using Rigify when one can use Mixamo?
The answer is simple. Mixamo was never intended to be used for anything beyond mocap in the first place.
RIGIFY DOES WHAT MIXAMODON’T
I’m basing my knowledgly solely off of Mixamo, since that’s what I’d had the pleasure of using
Rigify, on the other hand, can be used for rigging even the wildest of character designs.
Let’s use a Gecko model from Fallout: New Vegas as an example.
Mixamo handled it surprisingly well. However, there are issues. There are multiple weight paint related problems such as with the hips and the shoulders, ending up with a lot of stretching and nasty mesh deformations. Besides that, the rig lacks bones for the tail and toes.
Rigify, in the meantime, can offer a much better result despite the fact the character is far from the standard t-pose. The culmination of generated IK, FK, tweak bones and arguably better automatic weights gives a lot more control over the model.
LAST BUT NOT LEAST…
Once you use a fully fleshed out Rigify rig, you’ll never want to go back to the primitive ways of rotating each bone of the limb by hand. Get ready to become addicted to Rigifying every single mesh you have in your arsenal.
tl;dr
Why I didn’t mention AutoRig Pro first
I don’t own the addon, nor do I understand it to such depth as Rigify, so I can’t really go about comparing the two and state which one is objectively “the best”. I can make some light comparisons, though, based on my small experience with it.
On surface level, AutoRig automates the process of generating a metarig kinda like Mixamo, but with more control over the final result. Rigify doesn’t have that, the process of adjusting the metarig remains manual. That’s definitely one advantage worth mentioning.
I have seen and toyed around with some AutoRig Pro rigs and was mostly displeased with them. Stuff like missing IK/FK switches, properties disappearing after selecting them (. ) I can only assume being a problem with the user not utilizing the software to its full extent. However, concrete things like need to download a separate rig_tools.zip and unintuitive bone naming conventions does strike me a bit odd. But hey, same could be said about Rigify often being lackluster (which is why I’m making this guide) and DEF-f_index.01 being a thing.
I’m certain the addon is worth the price tag. Rigify can most likely offer the same quality, but with more manual work being necessary to reach that level.
Preparing the mesh – general first steps
In order to make things easier for Rigify, let’s strip the mesh to its basic components and fix anything that could affect the weight painting.
The mesh might be made out of smaller parts that are disconnected from one another even though they shouldn’t be, say, seams that separate the torso from the arms/legs or common stuff like how the Xnalara importer often breaks the mesh down into weird chunks. That can lead to a lot of issues down the line as you apply automatic weights.
Huge warning, BE CAREFUL WHEN MERGING BY DISTANCE, ESPECIALLY WITH THE VERTICES OF THE LIPS. Last thing you want is finding out you accidentally sewn the mouth together! Consider avoiding that part of the mesh altogether unless necesary.
Always, just in case, select the entire mesh (except for the lips in some cases) using A in Edit Mode, then Merge By Distance with settings set to 0.000.
Doing just that should connect everything together, ranging from hundreds to thousands of vertices. In case it results in 0 merged vertices, it means the mesh is actually okay. Whether’s that’s true or not, you will find out when Parenting with Automatic Weights. That’s explained later down the line.
If you notice any shading issues occuring afterwards, I noticed that disabling Auto Smooth fixes that issue.
Recently discovered a neat tool that makes separating the mesh parts a lot easier.
It’s best to merge the head and body mesh together and hide everything else except for the eyes/teeth/tongue (needed for the metarig). The clothing and accessories will be applied to the mesh later as seen in the following chapters.
Having hidden everything unnecessary for Rigify, now you should be ready for preparing the metarig.
Preparing the mesh – UV maps, merging meshes
If your character consists of separate meshes (body and head, fingernails,), the final result will include these meshes disconnecting at the seams. That’s because Automatic Weights are being applied to each mesh separately, the code doesn’t see them as a single object despite selecting them all at the same time. They must be all merged together.
Shapekeys of the following objects are combined and should mostly remain uncorrupted even after removing doubles.
One final step is to connect the vertices of joined meshes. If you won’t do this step, the problem will persist and in a worst case scenario Rigify will spit out your metarig, claiming Bone heat weighting: failed to find solution for one or more bones.
Start off from the default 0.000 which should generally work and slowly increase the number until the vertices are all connected. Make sure to double check if you didn’t accidentally merge too many vertices, resulting in visual glitches. Also triple check if you by any chance selected more vertices than necessary somewhere else on the body. Avoid any visible deformations.
The rest of possible Rigify error solutions is in the section further down the guide.
Preparing the mesh – preexisting weight painting
If the model comes with its own rig/has preexisting vertex groups, you can save a lot of time by having Rigify use those instead! Naturally, this minimizes any issues caused by Automatic Weights by simply depending on them as little as we can.
By now I remember 3/4 of the Rigify armature by heart, but you may want to have a metarig on the side to copy.
If the model doesn’t have bones you could use for the tweak bones (upper_arm.R.001, shin.L.001), you can simply ignore those. They’re not necessary and you can even delete them later if they don’t generate well.
You can skip the finger bones/face bones and leave that to automatic weight painting, unless Rigify completely ♥♥♥♥♥ the bed. Then you can also take time to rename the original finger bones to counter this issue. It’s always a 50/50 with Blender whether or not any serious issues occur, so it’s good to have a backup plan.
It saves time. As you rename the bones, the vertex groups of the meshes parented to this armature are automatically renamed. If the model comes with separate parts/clothing/accessories, they will all have their vertex groups renamed, too. No need to rename them one by one when you can do all at once.
Once you’re done renaming all the bones you want, make sure to Lock the vertex groups of each mesh so that they’re not overwritten as you apply Automatic Weights. Choose the Lock All option. It also includes those vertex groups you’re not planning to use/haven’t renamed, just in case.
Afterwards, you can Sort By Bone Hierarchy to make this list easier to look through.
And just like that, by cleverly reusing preexisting vertex groups, we’ve saved ourselves a lot of headaches.
RIGGING A MODEL – PREPARATIONS
Step by step rigging tutorial with pretty images and short, simple explanations for some of the gimmicks that come with this tool.
Make sure to check if the model is facing the front view (1 on numpad). If that’s not the case, e.g. it’s facing the back view, enter top view and rotate it by typing in R and then 180. We’re doing this simply to make things easier for ourselves.
If your mesh is without a rig, you can perform the same action. Just mind the warning in the WHY section.
Then select the rig and press X to delete it.
Unless you’re planning on adding custom bones for the accessories, hide any additional content such as clothing, jewelry, guns etc. using the “h” hotkey (alt + h to unhide) or doing it manually in the Outliner. Put them in a separate Collection if possible, just to keep things clean and tidy. You don’t need them right now for the metarig.
If you do any sort of scale, location, rotation changes to the rig and THEN disconnect it from the mesh (or straight up delete it), it will reset all those changes done to the mesh, usually ending up with the model becoming gigantic (notice how small the cube is compared to the model).
However, if you edit the mesh and not the rig, the rig remains the same size. If you were to delete the rig, the mesh wouldn’t reset.

Make sure Pivot Point is set to 3D Cursor so the armature spawns at its location.
WHICH ARMATURE FOR WHICH PROJECT
The armatures listed above are for characters that demand movable fingers/face. However, if your character does not necessarily need those elements, you can either remove them from the rig yourself or use the rigs listed below.
My character will use the HUMAN (META-RIG) with manually removed face bones.
If you’ve done everything correctly up to this point, the armature should spawn at the 3D Cursor.
Make sure you have In Front selected so you can see it at all times.
Check if the rig has been selected. If it is, enter Edit Mode and scale it up to fit the model.
Shoulders are usually the best indicator for the scale.
RIGGING A MODEL – BASIC BONES
Press N to open up the right sidebar and Tools select X Axis Mirror. Without it mirroring the bones will be a pain in the ass.
Let’s explain the workflow of setting up the bones. Forget about the head for now, just leave it be.
ADDING/REMOVING BONES IN METARIG (TAIL, FACE, TOES)
Manipulating the rig is quite simple, actually. It’s just a matter of understanding how this tool works behind the scenes.
Certain bones of the rig are given specific Types. Each type of bone (or chain thereof) tells the Rigify script how the bone should bevahe, what set of IK and FK it should receive etc.
You set the Types by entering Pose Mode and selecting specific bones.
For example – limbs.super.finger
It needs a set of at least two bones (starting with the one I selected on the image). It means you can delete the last bone and still have a functional finger rig!
You could get rid of all the fingers except for this one and it would still generate a functional rig AS LONG AS the bones are not disconnected from each other and have appropiate Types.
Using this knowledge you can apply a tail to your hot furry anthro gf and make it as long as you’d like! (you only need to apply a Type to the first bone of the tail, not all of them)
READ THE OFFICIAL RIGIFY TUTORIAL PAGE
You add different Rigify bones in Edit Mode under the Armature tab.
WORK ON ONE SIDE, THEN SYMMETRIZE IT TO THE OTHER.
No need to double the amount of work, use the quality of life tools Blender provides. More about Symmetrizing below.
ALWAYS REMEMBER TO PARENT THEM TO APPROPIATE BONES OF THE METARIG, OTHERWISE THEY WON’T MOVE WITH THE RIG.
If you’d like to add toes, parent them to the Toe.L/Toe.R. If you’d like to add a tail, parent the base to Spine etc
ALWAYS CHECK ONE BY ONE IF THE NEW BONES WORK WITH “GENERATE RIG” AND IF THE WEIGHT PAINT IS APPLIED CORRECTLY.
It will save you a lot of headaches later on.
DON’T BE LAZY. NAME THE CUSTOM BONES.
The tool needs this and YOU need this as well.
For the tail, it’s best to name the first bone “Tail” and leave the rest to Blender. As you extrude the bones, it will automatically name new ones:
Tail, Tail.001, Tail.002…
When naming bones that will appear on left or right side, use names that contain side indicators. That way the Symmetrize and X-Axis Mirror will work correctly when editing custom bones.
Let’s take a look at how Rigify names bones.
Small letters instead of capital letters work as well.
Just a quick hint – if you’d like to add singular bones that control a part of the body, I suggest basic.copy_chain with Control and Deform selected in the Rigify Type settings. You’ll thank me later.
If you’re certain your character would be better off without a face rig or that the face will be posed using shapekeys, you can remove the face rig entirely. Unfortunately you cannot keep any part of this rig, it must be either completely intact or removed entirely.
Bones are hidden in separate layers. Those layers are what allows you to hide parts of the rig in the first place.
The first layer is dedicated solely to the face. Select it.
Once you have, select the entirety of this rig and delete it. Done!
Hold shift and select layers one by one (or slide on top of them while holding LMB) in order to make them all visible again.
None of the human metarigs have bones for individual toes, so you will have to add them yourself.
I made toes work by creating limbs.super_finger chains made out of just two bones. Three is just way too much for this little space, it’ll confuse Blender and result in crappy automatic weight paints.
Also beware that toes should not overlap each other. The weight paint will stitch them together if that happens. If that’s the case, edit the mesh by hand by moving the vertices away from one another. Same problem can happen with the clothes.
Make sure each toe is connected to the main toe bone. Name them using side indicators. Once you’re done working on one leg, select all bones in edit mode and click “Symmetrize”. Blender will mirror those bone and automatically name them “Bigtoe.R” etc.
Of course, check each individual bone before adding a new one by generating the rig and Armature Deforming it with Automatic Weights. If something breaks, try making them shorter, placing them further away from each other. You can safely delete the rig, go back to the metarig and start making adjustments.
RIGGING A MODEL – THE FACE
Seeing the face bones for the first time can be a terrifying experience. Besides the stern, pride-shattering stare, the luscious lips and wide ears, the sheer amount of what could go wrong is enough to break a man.
Not you, however. You’ll learn to tame this beast. Just like John Romero and the audience of Daikatana, you’ll make it your ♥♥♥♥♥.
Rigify’s facial rig is both an absolute work of art and trashcan material at the same time. It can produce a working rig for the face even for something so bizarre like the examples shown below. At the same time the result can be a mishmash of stitched together lips, barely working jaw and broken eyelids with disconnected eyelashes.
The weight paint of the face will unfortunately always need some manual tweaking.
It’s merely a matter of following a couple rules.
However, ask yourself if the rig needs something this advanced. There’s no point in trying to stretch this tool to its limits when you can add a jaw and a pair of eyes yourself.
Rigify is flexible enough to allow the user to edit it afterwards. Or maybe it will be easier to use shape keys instead (or the model already has them, always check if it does).
If you’re not interested in the face rig, go the the Adding/Removing Bones section to learn how to delete it.
Underneath the fancy UI lies your regular rig. It’s just a matter of finding an appropiate bone, e.g. connecting a jaw bone to “head”, eyes to “head”.
I found an interesting example online. For whatever reason the author left the entire face rig on the model and despite that Rigify still managed to make a full, working rig with automatic weights. He simply hid the face bones and everything worked fine.
If the mesh’s head is slightly to the left or right, you’ll notice it doesn’t fit the face rig. The ear will be off, the eye, the temple bones. You can solve this by turning off X-Axis Mirror, selecting all bones except for the one called “face” and adjusting their position.
With a bit of trial and error, you should be able to end up with a good result.
Metarig / final rig examples
RIGGING A MODEL – GENERATING RIG
Once you’re generally done with the bones, you can try to create a prototype of the rig.
Enter Object Mode, press ctrl+a and Apply Rotation and Scale. We’re doing this so the rig stays the way it is and doesn’t suddenly shrink when we apply the Armature Deform etc.
Go into the Advanced Options to give the rig a name.
Fingers crossed… it worked. You’ll end up with a wonderful looking rig. It’s not connected to the mesh, it doesn’t have vertex groups, it’s just the controls themselves.
If you don’t, if Rigify says something akin to Bone heat weighting: failed to find solution for one or more bones or the rig is mispositioned, please jump to the Troubleshooting section below.
Make sure to check if the finger roll bones are working correctly! Change the Pivot Point to Individual Origins and scale the Orange Finger bones. The green finger bones will follow suit and either clench the hand into a fist or spread the fingers.
If the green finger bones are going sideways or in a wrong direction in general, a fix for this is explained in the Rig Troubleshooting section.
If the finger roll looks like this:
You might have an older version of Rigify. Please update the addon if you haven’t already. I personally never stumbled upon this.
ENABLE DEFORM FOR MCH-EYE BONES AND teeth. BONES
Rigify weight paints eyes in a weird way. The eye, when weight painted automatically, is spread between all individual bones of the eyelids instead of having its own dedicated bone. It’s pretty odd since it does have its own dedicated eye bones. And the teeth, too.
Done! The stretchy eyeball syndrome should be fixed.
Same situation as with the eyes – make use of the unused bones of the Rigify rig. This time they’re:
Create them as Vertex Groups for the teeth. Use the UV editor to manually paint the top and bottom sides with 1.000 Weight.
Then, find the teeth.T and teeth.B bones in your rig and enable Deform for each. Remember to apply Armature Deform to the teeth. Done!
RIG GENERATION TROUBLESHOOTING
You’ll find most of the solutions here mandatory for all Rigify rigs.
Rig generation related
SOLUTIONS FOR MESH RELATED ISSUES
As a universal solution, consider scaling the mesh and the armature, say, by 10 (press S and type in 10) and then parenting them with automatic weights. Doing that should fix the issue.
As stated before, look into stripping the mesh of as much unnecessary parts as possible. Best case scenario would be going from full outfit to underwear. Everything will be added back either by hand or by using Transfer Mesh Data anyway.
SOLUTIONS FOR RIG RELATED ISSUES
Return to the metarig and look if any, ANY of the bones are disconnected from each other.
If you find one, put them back together by moving them inside each other. Look for more.
At the same time, enter Pose Mode and check any bones you’d meddled with. Perhaps the foot is unparented from the shin, maybe you forgot to add limbs.super_finger to the custom toe bones.
Object mode, ctrl+a, Apply Rotation and Scale, Generate Rig…
If that didn’t solve the problem, look for more disconnected bones. Otherwise, you might be in a situation where you’re forced to work on the rig from scratch.
Anything akin to that means you deleted too many bones from somewhere. This specific error is for the limbs.super_finger but there are countless other Rigify Types inside the metarig of yours. If all else fails, just delete it and start over with a fresh metarig.
Read the Adding/Removing Bones section for more detailed info.
Multiple different variables can cause crappy automatic weights:
Missing crucial Rigify Type bones such as limbs.super_palm leads to the tool straight up missing out on information on how to weight paint the rig.
you might have to either recycle the original weight paint of the model or just do the weight painting manually.
Meshes that are triangulated and not made out of quads will result with bad weight painting a lot more.
The mesh might be made out of smaller, separate parts, for example bandages, armor pieces etc. As these different pieces pile up, automatic weights are prone to fail more and more. You can try manually tweaking these parts by selecting them entirely using “L” hotkey and assigning weight. Otherwise separate them from the main body mesh and experiment with Transfer Mesh Data (read the Adding Clothing section). This is an issue that will constatly come up and fixing it by hand takes a lot of time and effort.
Check each vertex group if they aren’t overlapping or controlling wrong parts of the mesh.
For example, pieces of the armor are not attached to any part of the mesh. I can tell from studying the model that they’re supposed to be weight painted to the middle and ring finger.
Once you’ve located the appropiate Vertex Group, enter Edit Mode, select the disjointed mesh with “l”, then Assign Weight to it. In this case, 100% Weight is best for armor pieces so as not to make them unrealistically stretch. Usually, though, the general rule is to make it follow the strength of the Weight Paint of the Vertex Group (a.k.a. if upper arm is “yellow”, make the disjointed parts that are supposed to be connected to it also “yellow” (somewhere around 0.7-0.8 Weight).
Metarig by default chooses to do the rotation axis Automatically, but you can edit this yourself.
Inside the metarig, select in Pose Mode the limbs.super.finger bone and the option is present there. Then update the rig by generating it again with made changes.
APPLYING RIG TO THE MESH
Once the rig has been generated, you can hide the metarig for now. You will need it later, so store it somewhere in the background instead of deleting it.
It’s fine if bones aren’t 100% mirrored. That’s the mesh’s fault. However, they should be adjusted to avoid any very nasty looking deformations. You can adjust just one side of the armature by returning to the metarig, turning off X-Axis Mirror and editing one side only.
A rig that looks like this NEEDS to be fixed.
If the rig looks okay:
Select the mesh, then shift+select the rig. Press ctrl+p and select Armature Deform (connects mesh to the rig a.k.a. the armature) with Automatic Weights. If you utilized preextising vertex groups, double check if they’re locked so they’re not overwritten by accident.
If Blender spits out an error, look at the Troubleshooting section.
Cleaning up the automatic weight painting
Rigify’s bad reputation often comes from the fact that people who use automatic weight painting don’t clean it up after.
Automatic weight painting in Blender has an issue where it often overreaches how much certain vertex groups control their respective bodyparts. The most common issues are:
And the face rig, oh the face rig…
That is without mentioning the plethora of issues that happen when the character is wearing clothing/armor. Automatic weight painting is why it’s so necessary to separate the main mesh from all clothing/accessories/earrings/eyelashes and merge loose vertices.
Due to this I insist you make use of the mesh’s preexisting vertex groups if it has them. It can save a lot of headaches. If you’re in a situation where that isn’t possible, though…
First of all, clean up the most obvious issues like with the face rig. The rest of the body (or at the very least the worst offenders listed above) can be a bit tricky, though, which is why I’d also like to recommend this tip:
Try studying the models done by professionals/gaming industry and copy how they do it. I recommend taking a look at how TheRoyalSkies [www.theroyalskies.com] had done it – feel free to download his Blenda character models and study their vertex groups. You can also go on resource websites like Open3DLab to find Blender models there, too.
Adding clothing to the mesh
There are two ways to add back clothing to the mesh, either via Transfer Mesh Data or by hand.
In order to apply clothing to the mesh, we’ll be transfering the vertex groups of the main body. We’re doing this instead of Automatic Weights because it guarantees the two meshes strictly follow the same weight paint with as minimal clipping as possible.
With the meshes prepared, first select the clothing then the rig and apply Armature Deform with Empty Groups.
Change the tool settings to these:
Data Type – Vertex Groups
Vertex Mapping – Nearest Face Interpolated
Source Layers Selection – All Layers
If the mesh overlapped in certain areas it might lead to stretching.
To try and fix this you can enter Weight Paint Mode of the clothing, enter Vertex Selection and hunt down the individual vertices causing this deformation.
With the vertexes selected, use the Smooth tool under the Weight panel. Subset to All Groups and change the Factor until it looks just right.
Some parts of the mesh that shouldn’t stretch, e.g. armor pieces, small accessories, can only need one vertex group to be applied to the mesh.
In that case it’s a matter of studying to which vertex group it should be applied. The chestpiece in this example would work best for DEF-spine.003. I set the Weight to 1.000 to avoid any kind of stretching.
A helm only needs to be connected to DEF-spine.006, pauldrons to DEF-shoulder.L/R, vambraces only to DEF-forearm.001.L/R and so on, so forth.
Using the Rigify rig (knee, elbow tweaks etc.)
The amount of options this rig presents can be overwhelming at first. Let’s make sure we know our choices.
Select the rig.
Enter the right sidebar using the “N” hotkey and navigate to Item.
Check how each bone works, if the transformations are correct. If there are parts of the mesh that aren’t, for example, following the body, the head, manually tweak them in Weight Paint mode.
You can get rid of FK and Tweak layers to make the display cleaner.
It’s generally best not to touch anything in there except for one thing- Rubber Tweak of elbows and knees. These options can be found inside the Tweak Bones for the legs and arms.
Using the Rubber Tweak, you can easily solve issues that previously demanded reconstructing the knee sections of the rig.
Select the desired Tweak Bone and adjust the Rubber Tweak slider. Problem solved!
You can adjust all tweak bones by hand to solve other unwanted mesh deformations. Just don’t forget that there’s only so much that Rigify can do. If the model has bad topology, it will bend and stretch awfully no matter what you try.
Modifying Rig Layers – adding/restructuring/removing
If you made a bunch of custom bones and wanted to sort them separately from other ones, I recently discovered a way to modify the script responsible for controlling the Rig UI.
Once generated, the rig comes with its own rig_id that can be seen in its Custom Properties and a script called “rig_ui.py”.
Adding on top of this system is surprisingly easy.
First, open the Text Editor and select the rig_ui.py file.
Feel free to rename the script to something akin to “character_rig_ui.py”, it shouldn’t cause any errors and will make finding it easier in the future.
Go to the very bottom of the script and start scrolling up, you’ll eventually find a section that looks like this:
BOUNDARIES OF THE RIG LAYERS CODE
Between these lines of code:
lies the code responsible for Rig Layers.
RIG LAYERS CODE EXPLAINED
is used to make a new row. If you make more than one layer in one row, they’ll be put next to each other (example, Face (Primary) and (Secondary))
is made to make a space between the rows. Spam it together with row = col.row() to make large spaces between rows (as seen in the example at the end)
is the entire layer.
MAKING A NEW LAYER
It’s just a matter of copy pasting these three lines of code and editing two variables – the index and the name of the layer.
The number of the index translates to the Layer of the rig as seen in the rig’s Object Data Properties, starting with 0 and ending with 32.
The text bit is self-explanatory.
You can put the code between any of the preexisting layers, at the very top, the very bottom, however you please. Make sure not to make any spelling errors.
You can also remove Layers by simply deleting their code.
Example of new rig layers with big spaces:
The changes will only apply once you run the script.
In case you completely break the script or it somehow gets lost, you can always make one from scratch following this formula. WARNING: It does not recreate the Main Rig Properties tab.
Since the original rig_id is no longer needed, you can rename it to whatever you want, for example “char_rig“.
Parts that you have to rename are called XYZ.
To clarify, change these specific highlighted parts of the script:
VIEW3D_PT_rig_layers_XYZ – to your character’s name (pure text without any symbols)
return (context.active_object.data.get(“rig_id”) == “XYZ“) – to the rig_id you chose for your rig
APPENDING THE RIG – IMPORTANCE OF WIDGETS
The rig is stuffed with lots of different parts that are making it work.. In order not to make the Outline hardly readable and easier to maneuver around, consider moving all different objects to their respective collections. There’s also a good reason for doing it which is addressed later in this chapter.
Make a one main Character_Name collection and put everything inside it. That includes the Widgets collection.
Enter the character’s blend file and for the sake of the tutorial, take a look at what’s inside the folder Object. Believe it or not, that’s the amount of work you’ve just been saved from doing.

Go back and enter the Collection folder. Simply select your main Collection, append it and you’re done!
Appending a collection will automatically append every collection that was inside it, preserving hierarchy and keeping things neat and tidy. That includes the Widgets and its hundreds of custom bone shapes.
Also consider putting the metarig inside this collection so that anyone more experienced can improve upon your rig!
Done! This technique should help keep things as clean as possible.
tl;dr – put everything in one Collection – the rig, the meshes, the Widgets – and append that.
Last words + some B-Roll
Rigify can be used to bring any kind of creature to life, be it a human, a dog, a shark (no kidding, there’s a metarig for a shark), trees etc. Due to the way it’s scripted, custom bones aren’t a problem.
If you’re willing to put in some, work, you can make an advanced rig for just about any SFM model, asset ripped video game characters, your own original works.
Its flexibility allows for easily adding whatever it is you need to have control over in animation. It’s relatively reliable and anyone can make it work if they try hard enough.
However, let’s not forget that Rigify is not a complete replacement for manual work. You will find yourself adding on top of the generated rig since it can’t do all the job for you. At least, not yet.
In any case, I hope I helped. Have fun animating!





































