I have always struggled with rigify weight painting and had that error in multiple meshes. This addon is like magic, makes all those problems go away. Thankyou for covering this magic tool.
I may be a year late but I can already tell you this weighting issue is still persistent in the newer versions of Blender. So this is a definite and much appreciated tutorial man! If only Blender would just update their default automatic weighting algorithm.
You have singlehandedly taught me how to rig and weight paint a mesh in Blender. From Auto Rig Pro to weight painting, the tutorials and reviews you've put together are detailed and well thought out. Your channel is indispensable. I cannot thank you enough.
This video randomly came across my feed and happened to be quite relevant to what I was dealing with. I purchased the addon and I have to say, in the 3 seconds that it took to bake the weights, it saved me maybe 3-5 hours of painful manual fixing of auto-weights. The result wasn't flawless, there was maybe 2 places where a few verticies clipped that took me maybe 5 minutes to fix if that, but it was close. If you're on the fence about getting this and you're dealing with models that have layered or double-sided clothing, or multiple pieces to it, consider this your sign to buy it. It's well worth the $30 price tag and that's just for the voxel skinning alone. You will not regret the purchase.
Oh my god you're such a lifesaver! I have been trying to rig characters I ripped from games and I have been having so many issues with voxel and heat rigging! First it was the body getting distorted, then it was the fingers. Thanks to you and this add-on I have finally got it set! Thank you so much!
Glad to know this because I've been using more and more detailed clothing and having something like this makes it easier to deal with the deformations.
Thank you very much for this! I spent the entire week trying to make it work with auto weights and just could not get a satisfying result out of it since my model has A LOT of separate components. This literally cut down the entire process to less than an hour. I still have to edit some weights due to the model structure itself. For example, the model have side hairs that goes down to the shoulder and it was weighted on the shoulder as well. But it was pretty easy fix and the plugin already did like 99% of the work. Plus your video actually covered _more_ than the tool. Most videos covered some button presses and be done with it so this really helped covering the edge cases as well.
I don't regret my purchase, I don't have the error anymore, now I have to find why my mesh is deformed after using heat diffuse skinning. On the other hand, it works perfectly if I don't use the rig generated by the game rigging tool addon. I did some tests with the armatures generated by Blender and this addon but for the moment not to understand where it can come from. I tried to recreate a rig respecting the same format as the one generated by the addon and it works but I encounter the faulted to merge bone error once exported. Even if I still can't export to unreal I've made some progress, thanks for that.
this addon just saved me so much damn time.. I'm glad it exists, but Blender really needs to improve its built-in skinning capabilities, people shouldn't need to go searching through the internet and buying plugins just to get a halfway decent automatic skin on their characters.. heat map is basically unusable except for the most basic rigs.
Check out my video on solving Bone Heat Weighting failed. ruclips.net/video/FuiY0wtxdHQ/видео.html Once you know how to deal with that Automatic Weights is quite usable. Would it be nice to have a better skinning algo? Sure. But complaining doesn't get me anything.
Excellent video! I have ARP and Voxel Heat addon but I did not know that the Voxel addon also contained two other skinning algorithms since I have used Voxel heat addon in conjunction with ARP🙂
Also, thank you very much for detailed and informative tutorial, i myself know how to do this stuff, but found out few useful things here and there in this tutorial !
Amazing tutorial thank you. I've been using this addon for a bit but this was a great video going over weighting a character from start to finish fast. I'm wondering if you've experimented with some of the addons settings like voxel resolution or sample rays to improve results on the face?
For Face and Hands I seperate them from the body. After applying voxel heat to the body I parent Head and Hands to the armature with "automatic weights"
I've jost got my Rat face with all of his whiskers and teeth, tongue just in one click! Amazing... But also with your next instructions, I can do the best one rig of course!
in my case automatic weights always produced better results than all three options. surface heat diffuse skinning is totally destryoing my hands.. 30$ for nothing in my case. still very good tutorial👍
i've been suffering with weight paint for 2 years, and we i cuoldn't make the rig, i just made a render with the character as a scupture. i felt diseapointed everytime. But i just downloaded the addon and i cant belive it really works with rigify! It would be amazing if its posible to export the rigged character to cascadeur and bring it back again!
Hey, I am having an issue I think you could help me out with. I have a mixamo rig + body is attached to the rig, ( I removed the head) I have a rigged head/face made with "Human gnerator addon" (not baked, must stay not baked so i can further adjust when needed) I removed the body of the Human generator rig, and deleted all the bones that were connected below the neck leaving only the neck and head bone along with the facial bones Mixamo i kept the same, only thing i did was remove the head mesh My goal is to combine these, I align the HG (human generator) head to the mixamo body in object mode, the mixamo body being in rest positon My issue: when i select the HG head mesh, and then select the mixamo rig "pair with automatic weights" or use the 30$ "voxel heat skinning" addon, the HG head mesh is tracking with the mixamo head great, but the HG neck is clipping through the body as the head rotates and moves, telling me it most likely was not weighted right Is there any chance you can provide me with a workflow of some sorts, or point me in the right direction? the goal is to make this as simple as possible as I have to repeat this process with many characters.
For my part I am not convinced, for the errors of the automatic weight, it is enough to rescale the armature and the mech in 1.5 to correct it then rescall in 1 after having generated the rig. For clothes I use objects/link transfer data and al layer. Where I build my clothes on a copy of the body. I remain very careful with this kind of video after having been disappointed by many "miracle" addons. That said, it's good to know, I'll keep it out of the corner of my eye to see its evolution.
Sure, you can scale, transfer etc. I plan to do a video about that soon. It's just that nobody enjoys these workarounds, you have to know exactly what you are doing and they don't even work consistently. I triedto to show exactly what this addon can do and where it fails.
Nice tutorial, thanks! Very useful infos. I just have one question, how did the Surface-Heat-Diffuse-Skinning dealt with the overlaping areas in this case?
This looks like a really cool add on. I’m pretty new to rigging, when you have your clothes and body selected are they just joined meshes? Also could you run the automatic weights first to solve for the face, and then run the other two methods with the “protect selected vertex weights” enabled with respective vertexes selected?
-when you have your clothes and body selected are they just joined meshes? Yes but that's not so important. They can be separate if you prefer. And, you can use the tools in any order that makes sense to you :)
9:40 when I Protect prior verts and use Surface Heat on the hands > It fixes the finger shape, but splits the hand mesh into a top and bottom hand seam (visible material gap at the fingers). Bug? I notice you set Edges > Sharp.
Edges > sharp? I don't remember that and I don't think it has anything to do with the problem. I can imagine the problem. All you need to do is smooth the weights or paint manually a bit. Playlist about weight painting :) ruclips.net/p/PLdcL5aF8ZcJsFEdlMJ7To0Iu9s-XCFV3W
@@CGDive Thanks for the reply. I know how to weight paint, and painted on it. Did not fix. The physical UV seam of my hand is broken open at the fingers > After I applied Surface heat Diffuse on the fingers/part of hand. In Edit, my hand has Sharp Blue edges at this hand seam. (Top and bottom texture curves to form fingers.) I googled and no hit for Auto Rig and seam breaking. I did Ctrl + E, removed Sharp edges of the hand, inverted selection, preserved Selected verts (rest of body). But Surface Heat splits the fingers. And Voxelize, res 10 warps them. So my project is paralyzed if this is a bug. Even Mixamo did a better job on this model's hands. (But bad on body.) Thus I dont understand why ARP is messing up.
I'm using Auto Rig Pro and I also have the paid Voxel Heat Skinning addon. Now, I want to skin my ARP armature using the Voxel addon but I want to use the Surface Heat Diffuse method (through ARP) not the Voxel Heat Diffuse method, is there a way we can force the Surface method through ARP? Thank you in advance.
I don't think so. You could ask the ARP developer to consider including it. However ARP does some tricks to make the default Automatic Weights work more reliably so you may not need surface heat.
These videos are insanely helpful, thank you. It seems that Auto-Normalize only respects your brush Weight, Strength, and type (ie. Add / Subtract) settings when there is NO armature modifier applied to the mesh. Otherwise, even painting with a subtract brush will paint positive values on your mesh (which seems counter-intuitive to me). Is this a bug or expected behavior? Thanks!
@@CGDive Thanks for the reply. I think I figured it out, but it still seems ridiculous to me. Auto-Normalize only respects your brush settings when you have vertices with weights already assigned from 2 or more bones. However, if you parent your object to an armature with Empty Groups (so NO weights have been assigned yet), and then try to paint, even if your weight is set to 0, or you are using the subtract brush, you will end up painting positive weights. This bizarre behavior seems present in every Blender version I tried, as far back as 2.79b. It never showed up in your videos, probably because you already had assigned Automatic Weights before painting with Auto-Normalize on. 🙂
Looking for the best way to skin the face with many bones. since this video was posted, have you found the best solution for face skin weights? Something that will also export to UE5.
Great! If you only have to skin a body mesh without cloth is voxel heat still superior to blenders auto weighting or are the results similar then? Thank you
Omg.... This is so confusing with Blender changing everything in versions, so you need different tuts to fix this and that. But thank you for going over fixes, AND calling out your commands, AND having the key presses display on screen. (So annoying when other people do a tut and dont have those things on - I cant follow.) Question: how can I fix the crotch and legs? When I move my foot box up to test a kick - 1 leg moves up (working), but at the thigh of the other leg, the mesh is being influenced. Im surprised that these paid addons do not account for that??? So how to fix? And is it related to "8" bone influences (default Voxel Heat setting) - do I need to turn that down to _? (But if set to 1, then lower leg bone or twist wont work correctly to influence upper leg? So I need 2 - but then upper Leg 1 will influence upper Leg 2 (original problem)?)
I can't say for sure without seeing images or the file but it usually means that the weights "spilled" onto close-by parts of the mesh. One way to fix it is if to edit the default pose so that the legs are a bit wider apart. The addon also has settings so if you play with them you might get better results, e.g. increase the voxel resolution. And finally - and best - learn weight painting. That will allow you to fix and fine-tune the results manually. I have a playlist about that ruclips.net/p/PLdcL5aF8ZcJsFEdlMJ7To0Iu9s-XCFV3W
@@djtc2093 right, I have the full addon so I haven't downloaded it recently. If there is a problem, you should ask the addon developer. I am just a tutorial guy :)
Trying to use the plugins I'm finding that the weighting that they apply to the mesh is extremely sharp and if I change the falloff setting too much it weights too much to the wrong bone instead of sharing(like the left shoulder taking the entire left side of the shirt) then gets stuck with that value/setting, even if it's redone.
I haven't had this issue. Please get in touch with the addon dev. He should know best and it is his responsibility to help you (within reason) since you spent your money on the addon :) I have talked to him and he is willing to help.
How is it on a mesh with no overlapping cloths or stuff? Like no skin mesh under cloths, something optimised like a Zelda model. Still bringing better weight paint than Blender default or it's only useful for overlapping meshes?
I'm using auto rig pro and when I tried to auto weigh the face, via this tutorial, the auto weight tab was greyed out and I couldn't select anything. I spent an hour trying to work round it, any tips?
I am not sure but grayed out generally means that ARP doesn't find a meaningful selection. You need to select at least one mesh, then shift select the armature so that it is active. Then it will be active.
Does this plugin method works for import to game engine like unreal engine or unity3d? I have another question if you have any tuyorial i thank you: i want to rig an character with cloths,how can i transfer the bones weight to the cloth as well? i dont want to join cloths with body and i have an monster with fur hair particle,is it possible to transfer the info as well? Thank you very much
Export to game engines: sure, the Voxel Heat addon just applies weights so it will work like any other weights :) I just shared how to transfer weights here : ruclips.net/video/FuiY0wtxdHQ/видео.html
Hi, I'm getting stuck at getting the tool to show up. I'm following your tutorial about using the Rigify Unreal module. When I select the character and the armature, I don't get "Mesh Online" in my tools. I'm using Blender 3.1.0, and voxel_skinning-2.7-3.4.2.zip. This seems to imply my version of Blender should be covered. Is there anything else I could be doing wrong? Thanks again for all your amazing rigging tutorials!!
i am wonder what if u changed voxel resolution to something higher like 512 instead of default 128 will that fix fingers and lips problem ? since we are using higher resolution now the skinning should be very more accurate ?
If the lips are pressed against each other (as is the case with most face models) then you'd have to increase the resolution to something ridiculous which is just too slow and impractical. But in theory, yeah, might be possible. :)
I seem to be having problems where the voxel heat diffuse skinning is basically weight painting to either area it shouldn't or to much, i am just curious on what settings you use cuz the default seems to cause for example the right leg to be weight painted to the left left leg. Like the thigh is perfectly weight painted on the one side but weights paints a little to the other side.
Yeah, if the legs are close to each other, this can happen. You can either increase the voxel resolution or just do a bit of manual weight paint to remove the weights from the other leg.
Can I only weight the clothes using this add on? I don’t want to change any weights to my body mesh. Just the clothes. hopefully I can fix some weight painting issues using this.
You can but I am not sure if that will give you the results you want. You may see clipping between the body and cloths because they are weighted differently. You may want to do a weight transfer from the body to the cloths.
@@CGDive I see. I will try transferring the skin mesh weights to all of the other meshes and then try it. After transferring would you ctrl J it all and then utilise the add on? Great video btw! Subbed.
Boss i need a faver from you im your studen but now i get some project and i have some issue with body animation i hope you make a tutorial many people is watting for this this if you replay me i give you details whats it the most big porblm for new students please im watting for you
I want that animation but rigg is too much problem please tell how to rig proper that kind of this because many people same porblm like me so im watting my dear sir help me
I make workout exercises i see a exercise name : (London Bridge) workout exercises, in this (Londo Bridge) exercises only character lower body move so im try my beat but all time i fail so please take a look on (london Bridge) exercise please
cant seem to get the free version to work, found online that you are supposed to copy it to the addon folder of blender manually instead of the normal way. but alas it doesnt pop up
@@CGDive Yeah i know but when you check the github issues tab the Meshonline dev says "Please don't install the package directly, you need to unzip the package, and install 'shd-blender-addon/addon/latest/shdzip" but even after doing it like so it doesn't show up
@@CGDive Ya i might shoot a question, wanted to first try messing around with it again tomorrow, its honestly probably just some small cumbersome fix as per blender usual, thought maybe you recognized it and knew some trick. Loving the channel btw :D
So I got a base model I'm trying to add clothing to with this, but no matter how many times I try, this addon won't seem to transfer data over, leaving the clothes entirely un-weighted. Any idea what the issue might be?
@@Tkdmaster1991 oh! That is strange. I've never had this problem. I encourage you to contact the addon developer. It could be a technical issue it a bug. 🪲
This is a good point. No, not directly although it would be a good feature to have... This is from the addon documentation Q: How can I tell a bone not to deform the mesh? A: When you selected the bone, there is a 'Deform' option in the 'property->Bone' panel, uncheck the option, and delete the bone name from the vertex groups of the mesh, then run voxel heat diffuse skinning again. So you need to manually disable the Deform option if you want to exclude a bone.
@@CGDive fair but i am asking more so does that mean something is wrong with the installation or add on? I just don't get why it is going past that set number :/
@@shrci2Ah, to be honest I don't understand the problem well. And even if I did, I can't do much about it. Please contact the addon developer on Blender Market.
@@touristhawk It really depends on the cloth and your goals. If it's realistic, then you may need additional bones and manual weight painting. Voxel Heat may help a bit but it is not a magic tool that solves all problems. That is what I tried to covey with the video, I hope it was clear enough.
Your Surface Head Diffuse Skinning from source is not working. I built and placed addon as described in the src readme, but am getting Python: Traceback - ...\Lib\subprocess.py CreateProcess FileNotFoundError: The system cannot find the file specified. This is after enabling the add on in blender and pressing the button to get rid of the automatic heat error in Blender 4.1
Honestly I think this addon is garbage. I can’t get anything close to what blender does natively or what ARP does for me. Not one time in the 2 weeks I’ve had it have I gotten a useable skin. Not once.
Obviously you are entitled to your opinion. I stand by mine which is that this is a tool in the toolbox. Works great in some cases and in others Automatic Weights can be better.
Why we dont have subjects like this and teachers like you
"I hope this video was useful"
Useful doesn't even begin to describe it
Oh, nice!
As always, you come up again with the solution to common problems we always have, and you solve them in a simple and effective way. Thank you.👍
I have always struggled with rigify weight painting and had that error in multiple meshes.
This addon is like magic, makes all those problems go away. Thankyou for covering this magic tool.
Yeah, it's the closest thing to magic that we have.
I may be a year late but I can already tell you this weighting issue is still persistent in the newer versions of Blender. So this is a definite and much appreciated tutorial man! If only Blender would just update their default automatic weighting algorithm.
yeah, here's hoping they will :)
You have singlehandedly taught me how to rig and weight paint a mesh in Blender. From Auto Rig Pro to weight painting, the tutorials and reviews you've put together are detailed and well thought out. Your channel is indispensable. I cannot thank you enough.
Thank you for the great review :) The results you get are thanks to your own effort and perseverance! Keep up the good work.
This video randomly came across my feed and happened to be quite relevant to what I was dealing with. I purchased the addon and I have to say, in the 3 seconds that it took to bake the weights, it saved me maybe 3-5 hours of painful manual fixing of auto-weights. The result wasn't flawless, there was maybe 2 places where a few verticies clipped that took me maybe 5 minutes to fix if that, but it was close.
If you're on the fence about getting this and you're dealing with models that have layered or double-sided clothing, or multiple pieces to it, consider this your sign to buy it. It's well worth the $30 price tag and that's just for the voxel skinning alone. You will not regret the purchase.
Oh my god you're such a lifesaver! I have been trying to rig characters I ripped from games and I have been having so many issues with voxel and heat rigging! First it was the body getting distorted, then it was the fingers. Thanks to you and this add-on I have finally got it set! Thank you so much!
Awesome!
Finally a good Voxel Heat Skinning tutorial, thanks :D
Glad to know this because I've been using more and more detailed clothing and having something like this makes it easier to deal with the deformations.
This video is so valuable that i bookmarked it in my browser
your videos are very clearly explained and precise, lovely for someone who's just starting to dive into weight painting, earned a follow!
Nice, thanks!
This video is a masterclass for giving weigh to the character!!!!
Great work!👏
Thank you so much, Carlos! 😀
If you gone. We lost without you. Top world youtube rig channel ever created. Thanks tod
You're too kind :)
KING OF RIGGING seriously very rich content and so informative videos
HA! Glad you like my vids :)
Thank you, I got both Auto-rig and Voxel Heat Diffuse Skinning from your links.
Thanks, mate! Hope you enjoy them!
Thank you very much for this! I spent the entire week trying to make it work with auto weights and just could not get a satisfying result out of it since my model has A LOT of separate components. This literally cut down the entire process to less than an hour. I still have to edit some weights due to the model structure itself. For example, the model have side hairs that goes down to the shoulder and it was weighted on the shoulder as well. But it was pretty easy fix and the plugin already did like 99% of the work.
Plus your video actually covered _more_ than the tool. Most videos covered some button presses and be done with it so this really helped covering the edge cases as well.
Hey, I am glad the video and the addon have been useful to you.
I did buy this one some times ago, pretty good stuff, worth every dollar!)
Thank you for your awesome and thorough tutorials; it has helped a lot.
Glad it helped!
for mirror selection: Ctrl + Shift + M
I don't regret my purchase, I don't have the error anymore, now I have to find why my mesh is deformed after using heat diffuse skinning.
On the other hand, it works perfectly if I don't use the rig generated by the game rigging tool addon. I did some tests with the armatures generated by Blender and this addon but for the moment not to understand where it can come from.
I tried to recreate a rig respecting the same format as the one generated by the addon and it works but I encounter the faulted to merge bone error once exported.
Even if I still can't export to unreal I've made some progress, thanks for that.
Thank you for this, you just made my life easier 😂I appreciate your channel a lot!!
this addon just saved me so much damn time.. I'm glad it exists, but Blender really needs to improve its built-in skinning capabilities, people shouldn't need to go searching through the internet and buying plugins just to get a halfway decent automatic skin on their characters.. heat map is basically unusable except for the most basic rigs.
Check out my video on solving Bone Heat Weighting failed.
ruclips.net/video/FuiY0wtxdHQ/видео.html
Once you know how to deal with that Automatic Weights is quite usable. Would it be nice to have a better skinning algo? Sure. But complaining doesn't get me anything.
Thank you very much 😃😃
Its sooo amazing bro!!!
Excellent video! I have ARP and Voxel Heat addon but I did not know that the Voxel addon also contained two other skinning algorithms since I have used Voxel heat addon in conjunction with ARP🙂
Also, thank you very much for detailed and informative tutorial, i myself know how to do this stuff, but found out few useful things here and there in this tutorial !
great vid some of my notes
Use Sharp edges for hands 8:26
Thank you for the detailed tutorial.
OMG. This is life the saver. Thank you so much.
thanks for the vid! It was very helpful :)
Just BRILLIANT! A great tutorial and explanation. It really helps. Thank you so much for sharing your knowledge. THANK YOU! Dg
Amazing tutorial thank you. I've been using this addon for a bit but this was a great video going over weighting a character from start to finish fast. I'm wondering if you've experimented with some of the addons settings like voxel resolution or sample rays to improve results on the face?
Glad it helped!
To be honest, I haven't experimented much with changing the settings. But that's a good idea for a future video.
For Face and Hands I seperate them from the body. After applying voxel heat to the body I parent Head and Hands to the armature with "automatic weights"
Thank u soo much sir
Most welcome
yes this addon is awesome and i use it all the time
I've jost got my Rat face with all of his whiskers and teeth, tongue just in one click! Amazing... But also with your next instructions, I can do the best one rig of course!
in my case automatic weights always produced better results than all three options. surface heat diffuse skinning is totally destryoing my hands.. 30$ for nothing in my case.
still very good tutorial👍
There are many cases when Automatic Weights simply fails. Keep Voxel Heat around for these situations :)
@@CGDive thx for the advice :)
Fantastic tutorial
omg this addon is a life saviour
very useful, thank you for your tutorial
i've been suffering with weight paint for 2 years, and we i cuoldn't make the rig, i just made a render with the character as a scupture. i felt diseapointed everytime. But i just downloaded the addon and i cant belive it really works with rigify! It would be amazing if its posible to export the rigged character to cascadeur and bring it back again!
Hey, I am having an issue I think you could help me out with. I have a mixamo rig + body is attached to the rig, ( I removed the head)
I have a rigged head/face made with "Human gnerator addon" (not baked, must stay not baked so i can further adjust when needed)
I removed the body of the Human generator rig, and deleted all the bones that were connected below the neck leaving only the neck and head bone along with the facial bones
Mixamo i kept the same, only thing i did was remove the head mesh
My goal is to combine these, I align the HG (human generator) head to the mixamo body in object mode, the mixamo body being in rest positon
My issue: when i select the HG head mesh, and then select the mixamo rig "pair with automatic weights" or use the 30$ "voxel heat skinning" addon, the HG head mesh is tracking with the mixamo head great, but the HG neck is clipping through the body as the head rotates and moves, telling me it most likely was not weighted right
Is there any chance you can provide me with a workflow of some sorts, or point me in the right direction? the goal is to make this as simple as possible as I have to repeat this process with many characters.
For my part I am not convinced, for the errors of the automatic weight, it is enough to rescale the armature and the mech in 1.5 to correct it then rescall in 1 after having generated the rig.
For clothes I use objects/link transfer data and al layer.
Where I build my clothes on a copy of the body.
I remain very careful with this kind of video after having been disappointed by many "miracle" addons.
That said, it's good to know, I'll keep it out of the corner of my eye to see its evolution.
Sure, you can scale, transfer etc. I plan to do a video about that soon. It's just that nobody enjoys these workarounds, you have to know exactly what you are doing and they don't even work consistently.
I triedto to show exactly what this addon can do and where it fails.
Nice tutorial, thanks! Very useful infos. I just have one question, how did the Surface-Heat-Diffuse-Skinning dealt with the overlaping areas in this case?
It can deal with them to some extent, but not as well as Voxel Heat.
Just in time for me to start adding custom meshes to the UE default skeleton! Im just lazy to correct weights by hand Lol
yo this add on is insane!! been rigging my characters for two days and its still wonky, with this its only one click!!
Awesome!
thanks bro!
Thanks a lottttt for this
This looks like a really cool add on. I’m pretty new to rigging, when you have your clothes and body selected are they just joined meshes? Also could you run the automatic weights first to solve for the face, and then run the other two methods with the “protect selected vertex weights” enabled with respective vertexes selected?
-when you have your clothes and body selected are they just joined meshes?
Yes but that's not so important. They can be separate if you prefer.
And, you can use the tools in any order that makes sense to you :)
instant purchase, cant be fucked skinning
Do u have a tutorial for transferring weight from one mesh to another
Not yet but it's on my list.
9:40 when I Protect prior verts and use Surface Heat on the hands > It fixes the finger shape, but splits the hand mesh into a top and bottom hand seam (visible material gap at the fingers). Bug?
I notice you set Edges > Sharp.
Edges > sharp? I don't remember that and I don't think it has anything to do with the problem.
I can imagine the problem. All you need to do is smooth the weights or paint manually a bit.
Playlist about weight painting :)
ruclips.net/p/PLdcL5aF8ZcJsFEdlMJ7To0Iu9s-XCFV3W
@@CGDive Thanks for the reply. I know how to weight paint, and painted on it. Did not fix.
The physical UV seam of my hand is broken open at the fingers > After I applied Surface heat Diffuse on the fingers/part of hand.
In Edit, my hand has Sharp Blue edges at this hand seam. (Top and bottom texture curves to form fingers.)
I googled and no hit for Auto Rig and seam breaking.
I did Ctrl + E, removed Sharp edges of the hand, inverted selection, preserved Selected verts (rest of body). But Surface Heat splits the fingers.
And Voxelize, res 10 warps them. So my project is paralyzed if this is a bug.
Even Mixamo did a better job on this model's hands. (But bad on body.) Thus I dont understand why ARP is messing up.
I love you!!!
Awesome thanks a lot!
is there a way to transfer weights with that plugin? im trying to rig clothing having a hard time!
very nice
I'm using Auto Rig Pro and I also have the paid Voxel Heat Skinning addon. Now, I want to skin my ARP armature using the Voxel addon but I want to use the Surface Heat Diffuse method (through ARP) not the Voxel Heat Diffuse method, is there a way we can force the Surface method through ARP? Thank you in advance.
I don't think so. You could ask the ARP developer to consider including it. However ARP does some tricks to make the default Automatic Weights work more reliably so you may not need surface heat.
hey im having a issue with the surface heat diffuse skinning, when moving leg then there are appearing holes and the mesh is breaking
Not sure why but all weighting algorithms are imperfect.
These videos are insanely helpful, thank you. It seems that Auto-Normalize only respects your brush Weight, Strength, and type (ie. Add / Subtract) settings when there is NO armature modifier applied to the mesh. Otherwise, even painting with a subtract brush will paint positive values on your mesh (which seems counter-intuitive to me). Is this a bug or expected behavior? Thanks!
I don't follow. Auto-normalize should work with an armature modifier. If it didn't I'd report a bug :)
@@CGDive Thanks for the reply. I think I figured it out, but it still seems ridiculous to me. Auto-Normalize only respects your brush settings when you have vertices with weights already assigned from 2 or more bones. However, if you parent your object to an armature with Empty Groups (so NO weights have been assigned yet), and then try to paint, even if your weight is set to 0, or you are using the subtract brush, you will end up painting positive weights. This bizarre behavior seems present in every Blender version I tried, as far back as 2.79b. It never showed up in your videos, probably because you already had assigned Automatic Weights before painting with Auto-Normalize on. 🙂
And why is mine upside down huh? not like the video example, does anyone know why?
Hard to tell based on the info you shared.
@@CGDive it has been resolved, it turns out that there is no parent between objects and Bones first, they must stand alone
Looking for the best way to skin the face with many bones. since this video was posted, have you found the best solution for face skin weights? Something that will also export to UE5.
What I show in the video is more or less what I would recommend.
Great! If you only have to skin a body mesh without cloth is voxel heat still superior to blenders auto weighting or are the results similar then? Thank you
Auto weights can be better actually as shown in the video. Specifically for parts life the hands and face.
Omg.... This is so confusing with Blender changing everything in versions, so you need different tuts to fix this and that.
But thank you for going over fixes, AND calling out your commands, AND having the key presses display on screen. (So annoying when other people do a tut and dont have those things on - I cant follow.)
Question: how can I fix the crotch and legs? When I move my foot box up to test a kick - 1 leg moves up (working), but at the thigh of the other leg, the mesh is being influenced. Im surprised that these paid addons do not account for that???
So how to fix? And is it related to "8" bone influences (default Voxel Heat setting) - do I need to turn that down to _? (But if set to 1, then lower leg bone or twist wont work correctly to influence upper leg? So I need 2 - but then upper Leg 1 will influence upper Leg 2 (original problem)?)
I can't say for sure without seeing images or the file but it usually means that the weights "spilled" onto close-by parts of the mesh. One way to fix it is if to edit the default pose so that the legs are a bit wider apart. The addon also has settings so if you play with them you might get better results, e.g. increase the voxel resolution.
And finally - and best - learn weight painting. That will allow you to fix and fine-tune the results manually. I have a playlist about that
ruclips.net/p/PLdcL5aF8ZcJsFEdlMJ7To0Iu9s-XCFV3W
This file is no longer available or doesn't work. The required file as per the readme is missing.
What file? :)
@@CGDive the Github file you refer to. There is no file to addon to Blender? Surface heat file
@@djtc2093 It's in the video description and still works for me
github.com/meshonline/Surface-Heat-Diffuse-Skinning
@@CGDive When last did you actually download that link? The required file as per the readme is not there?
@@djtc2093 right, I have the full addon so I haven't downloaded it recently. If there is a problem, you should ask the addon developer. I am just a tutorial guy :)
i still get bone heating error when fixing the face, is there any way to fix this?
yes!
ruclips.net/video/FuiY0wtxdHQ/видео.html
Trying to use the plugins I'm finding that the weighting that they apply to the mesh is extremely sharp and if I change the falloff setting too much it weights too much to the wrong bone instead of sharing(like the left shoulder taking the entire left side of the shirt) then gets stuck with that value/setting, even if it's redone.
I haven't had this issue. Please get in touch with the addon dev. He should know best and it is his responsibility to help you (within reason) since you spent your money on the addon :) I have talked to him and he is willing to help.
Does the base model have to be joined? mine each object separately (hands, legs, body, head)
No, they can be separate :)
Can you look into EBBAWT addon?
Ah, the weight transfer addon. Yes, it's on my list.
How is it on a mesh with no overlapping cloths or stuff? Like no skin mesh under cloths, something optimised like a Zelda model.
Still bringing better weight paint than Blender default or it's only useful for overlapping meshes?
For low poly stuff it may not be necessary.
@@CGDive thank you!
I'm using auto rig pro and when I tried to auto weigh the face, via this tutorial, the auto weight tab was greyed out and I couldn't select anything. I spent an hour trying to work round it, any tips?
Bone Heat Weighting: failed to find solution for one or more bones. error message
I am not sure but grayed out generally means that ARP doesn't find a meaningful selection. You need to select at least one mesh, then shift select the armature so that it is active. Then it will be active.
About bone heat, see this
ruclips.net/video/FuiY0wtxdHQ/видео.html
Does this plugin method works for import to game engine like unreal engine or unity3d?
I have another question if you have any tuyorial i thank you: i want to rig an character with cloths,how can i transfer the bones weight to the cloth as well? i dont want to join cloths with body
and i have an monster with fur hair particle,is it possible to transfer the info as well?
Thank you very much
Export to game engines: sure, the Voxel Heat addon just applies weights so it will work like any other weights :)
I just shared how to transfer weights here :
ruclips.net/video/FuiY0wtxdHQ/видео.html
Hi, I'm getting stuck at getting the tool to show up. I'm following your tutorial about using the Rigify Unreal module. When I select the character and the armature, I don't get "Mesh Online" in my tools. I'm using Blender 3.1.0, and voxel_skinning-2.7-3.4.2.zip. This seems to imply my version of Blender should be covered. Is there anything else I could be doing wrong? Thanks again for all your amazing rigging tutorials!!
I can't think of anything right now. Please ask the addon dev, he might have an idea.
@@CGDive Cool will do
i am wonder what if u changed voxel resolution to something higher like 512 instead of default 128 will that fix fingers and lips problem ? since we are using higher resolution now the skinning should be very more accurate ?
If the lips are pressed against each other (as is the case with most face models) then you'd have to increase the resolution to something ridiculous which is just too slow and impractical. But in theory, yeah, might be possible. :)
I seem to be having problems where the voxel heat diffuse skinning is basically weight painting to either area it shouldn't or to much, i am just curious on what settings you use cuz the default seems to cause for example the right leg to be weight painted to the left left leg. Like the thigh is perfectly weight painted on the one side but weights paints a little to the other side.
Yeah, if the legs are close to each other, this can happen. You can either increase the voxel resolution or just do a bit of manual weight paint to remove the weights from the other leg.
@@CGDive ah alrighty ty so much :D
Hello! Can i use this addon to a character that i plan to use in my game?
yes!
can we use this in combination with x-muscle system?
I don't see the relationship between the two addons. They shouldn't clash or obstruct each other for sure.
Can I only weight the clothes using this add on? I don’t want to change any weights to my body mesh. Just the clothes. hopefully I can fix some weight painting issues using this.
You can but I am not sure if that will give you the results you want. You may see clipping between the body and cloths because they are weighted differently. You may want to do a weight transfer from the body to the cloths.
@@CGDive I see. I will try transferring the skin mesh weights to all of the other meshes and then try it. After transferring would you ctrl J it all and then utilise the add on? Great video btw! Subbed.
Boss i need a faver from you im your studen but now i get some project and i have some issue with body animation i hope you make a tutorial many people is watting for this this if you replay me i give you details whats it the most big porblm for new students please im watting for you
I want that animation but rigg is too much problem please tell how to rig proper that kind of this because many people same porblm like me so im watting my dear sir help me
Love you a lot from pakistan❤️❤️❤️
yeah, let me know :)
But making tutorials takes a lot of time and I have a lot of stuff to do already. So not sure if/when I can do it :)
I make workout exercises i see a exercise name : (London Bridge) workout exercises, in this (Londo Bridge) exercises only character lower body move so im try my beat but all time i fail so please take a look on (london Bridge) exercise please
cant seem to get the free version to work, found online that you are supposed to copy it to the addon folder of blender manually instead of the normal way. but alas it doesnt pop up
Why would you have to do that? This is the usual way of installing Blender addons.
ruclips.net/video/4NnMn74uA6o/видео.html
@@CGDive Yeah i know but when you check the github issues tab the Meshonline dev says "Please don't install the package directly, you need to unzip the package, and install 'shd-blender-addon/addon/latest/shdzip" but even after doing it like so it doesn't show up
@@LAKXx Not srue, sorry. You should ask the dev! :)
@@CGDive Ya i might shoot a question, wanted to first try messing around with it again tomorrow, its honestly probably just some small cumbersome fix as per blender usual, thought maybe you recognized it and knew some trick.
Loving the channel btw :D
@@LAKXx Thanks! :)
So I got a base model I'm trying to add clothing to with this, but no matter how many times I try, this addon won't seem to transfer data over, leaving the clothes entirely un-weighted. Any idea what the issue might be?
what do you mean by "transfer data over"?
@@CGDive Data being vertex group information, all the groups it creates are empty.
@@Tkdmaster1991 oh! That is strange. I've never had this problem. I encourage you to contact the addon developer. It could be a technical issue it a bug. 🪲
how did you search for the vertex groups??????
There is a little triangle below the vertex groups. Click on it to expand the search field.
@@CGDive found it and it's very useful
Is it possible to just hide or disable some bones before auto weights/voxel/suface? So they dont influence other parts?
This is a good point. No, not directly although it would be a good feature to have...
This is from the addon documentation
Q: How can I tell a bone not to deform the mesh?
A: When you selected the bone, there is a 'Deform' option in the 'property->Bone' panel, uncheck the option, and delete the bone name from the vertex groups of the mesh, then run voxel heat diffuse skinning again.
So you need to manually disable the Deform option if you want to exclude a bone.
@@CGDive Cheers for reply bud
@@SuperMontana2008 sure :)
Wait, what is the 2.9 workaround for no eye/teeth deform bones? I don't see it in the description
Here it is
ruclips.net/video/Z1pL-ZUL0YU/видео.html
I'll add it to the description now :)
@@CGDive Thank you! :)
How to add mesh online?
online? I have no idea what you mean, sorry :)
hey is it bad that i have the voxel resolution set to 360 but it goes up to 1000?
I generally use even lower values. You should use the lowest value that produces good results.
@@CGDive fair but i am asking more so does that mean something is wrong with the installation or add on? I just don't get why it is going past that set number :/
@@shrci2Ah, to be honest I don't understand the problem well. And even if I did, I can't do much about it. Please contact the addon developer on Blender Market.
will do and i really do appreciate the replys and do love your vid
@@shrci2 Thanks friend! :)
can we use this for clothes?
yes, as shown in the video.
yeah but the cloth is so skin-tight and low poly. I meant more like a raincoat(realistic) made in marvelous designer?
@@touristhawk It really depends on the cloth and your goals. If it's realistic, then you may need additional bones and manual weight painting. Voxel Heat may help a bit but it is not a magic tool that solves all problems. That is what I tried to covey with the video, I hope it was clear enough.
Your Surface Head Diffuse Skinning from source is not working. I built and placed addon as described in the src readme, but am getting Python: Traceback - ...\Lib\subprocess.py CreateProcess FileNotFoundError: The system cannot find the file specified. This is after enabling the add on in blender and pressing the button to get rid of the automatic heat error in Blender 4.1
"Your Surface Head Diffuse Skinning"
It is not mine. Watch the videos carefully :)
Report to the actual developer. Thank you!
Honestly I think this addon is garbage. I can’t get anything close to what blender does natively or what ARP does for me.
Not one time in the 2 weeks I’ve had it have I gotten a useable skin. Not once.
Obviously you are entitled to your opinion. I stand by mine which is that this is a tool in the toolbox. Works great in some cases and in others Automatic Weights can be better.