Enable single bone to have a range of 0 to 1 influences on vertices, not just on and off
I reported a bug with Blender, based on a very simple example - rigging a cube with a single bone. I wanted the lower 4 vertices to have less of an influence than the top vertices.
It turns out that, due to normalization, the value can only be either 0 or 1 ( you can't have a single bone have half / 0.5 influence over a vertex )
Here's what I posted, and a great technical explanation by bandages.
blenderartists.org/t/is-weight-painting-broke-for-windows-set-of-steps-to-check/1300271
It would be great if there was an option to not have each vertex weight normalized, if there is only a single bone influencing that vertex.
5 Comments
Just add rest of influence to root bone.
Hi Pawel,
Can you explain the steps I would need to take to assign the rest of the influence to the root bone? The armature parenting only creates one bone, and when I go into pose mode, only shows one bone.
Any info you can share would be great - I did a quick google and couldn't find anything. I also tried to set it up within Blender, but couldn't find a way to do it.
* @malachyduffin * add bone that is not moving and add rest of influence to it.
Technically, the "standard" is to always have a root bone that's the parent of the entire skeleton and wears any weights the other bones don't need.
Some softwares like Unreal Engine will actually refuse to import a skeletal mesh if there is no root parent in the skeleton or unassigned weights.
It's not a bug, it's just how normalization works. If you don't want it, just turn it off.
See the manual about Normalized Weight Workflow .