Bone Heat Weighting: failed to find solution for one or more bones #51250
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System Information
win 7 SP1, GTX 670M
Blender Version
Broken: 2.78a and 2.78.4
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.
attached .blend file : AUTOMATIC WEIGHTS.blend
Changed status to: 'Open'
Added subscriber: @gregus
AUTOMATIC WEIGHTS.blend
Hello, Here is a copy of the discusssion previously open on Discussion list to assist animation developers On Mon, Apr 17, 2017 :
https://lists.blender.org/pipermail/bf-animsys/2017-April/thread.html
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
Blender 2.78a
Answers :
Hi;
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
bool EIG_linear_solver_solve()
But this function only returns either success or fail for an entire mesh
object. And i am not sure how i can get the list of affected verts from
that function. Maybe someone can give a hint or two here ? A nice way to
show the affected verts would be to automatically select them. So when
the user opens EDIT mode the affected verts shine in yellow.
cheers,
Gaia
On 18.04.2017 10:14, Sybren A. Stüvel wrote:
For those who are not on the discussion list :
Hello Sybren,
I am going to open a bug report, the blend is about 6Mo, with only the character and the basic rig.
I was not clear in point 1, let me reformulate it :
When the script has an issue in solving the assignation of a weightmap to a specific bone,it should leave this bone and jump to the next one so that the process can go on on the rest of the mesh which is correct.
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.
Regards
Grégory
Closed as duplicate of #45493
Added subscriber: @RomboutVersluijs
I noticed this today as well on 2 different models. I havent done much rigging so i first did some research what it actually was. The error message isnt super clear. I was using 2.80 and that tried 2.79b and it showed the same. One model had quite some None Manifolds and separate meshes but the other didnt.
If it knows it fails, than it also knows where it fails. Why not use that info the possibly inform the user. Isnt this auto weighting done by some kind hitting rays from the bones and using that for weight painting. I believe i read something like that way long back.
Added subscriber: @lauxmaux
this is because of three vertices joining together. just delete that part.
@lauxmaux That is a solution, but that not the issue im talking about. Im talking about the info the "Auto Weight Paint" returns when it know about where the error is. IF it knows there a 3 or more verts in close proximity, why no return that info to the user. The current error feedback is kinda useless for helping a user know where or what the issue is