Automatic weights fails with small-scale mesh faces / armatures #84609

Open
opened 2021-01-11 17:24:07 +01:00 by Ermanno Bottero · 19 comments

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: Quadro #2000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.41

Blender Version
Broken: version: 2.91.0, branch: master, commit date: 2020-11-25 08:34, hash: 0f45cab862
Worked: (newest version of Blender that worked as expected)

Short description of error
[Please fill out a short description of the error here]
Ciao!
Thanx for the wonderful Blender!

In my VSA Project a
Rig fail if a specific vertice is in the mesh, I cannot understand why.
If I delete it
OM - CTRL P [With Automatic Weights] success
!??

Exact steps for others to reproduce the error
[Please describe the exact steps needed to reproduce the issue]
[Based on the default startup or an attached .blend file (as simple as possible)]
In file _KO the vertice is present and Rig fail
In file _OK the vertice is NOT present and Rig success

The two test file in attach are identical but the OK is without the vertice.

There is no a function that stop the rig process and let me know where the error is maybe moving on to the next step?

!! Sorry files are big, but is my first post and I don't know how to cancel the uploading process of them !!

**System Information** Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: Quadro #2000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.41 **Blender Version** Broken: version: 2.91.0, branch: master, commit date: 2020-11-25 08:34, hash: `0f45cab862` Worked: (newest version of Blender that worked as expected) **Short description of error** [Please fill out a short description of the error here] Ciao! Thanx for the wonderful Blender! In my VSA Project a Rig fail if a specific vertice is in the mesh, I cannot understand why. If I delete it OM - CTRL P [With Automatic Weights] success !?? **Exact steps for others to reproduce the error** [Please describe the exact steps needed to reproduce the issue] [Based on the default startup or an attached .blend file (as simple as possible)] In file _KO the vertice is present and Rig fail In file _OK the vertice is NOT present and Rig success The two test file in attach are identical but the OK is without the vertice. There is no a function that stop the rig process and let me know where the error is maybe moving on to the next step? !! Sorry files are big, but is my first post and I don't know how to cancel the uploading process of them !!

Added subscriber: @bottye

Added subscriber: @bottye

Ouch Upload fails
retry with a simplified one with the vertice to remove for an ok Rig

P1.1_ColleAlba_reRig_42_testRigNoTacchi_KO-BugReport_01.blend

Ouch Upload fails retry with a simplified one with the vertice to remove for an ok Rig [P1.1_ColleAlba_reRig_42_testRigNoTacchi_KO-BugReport_01.blend](https://archive.blender.org/developer/F9559978/P1.1_ColleAlba_reRig_42_testRigNoTacchi_KO-BugReport_01.blend)
Member

Added subscribers: @rjg, @filedescriptor

Added subscribers: @rjg, @filedescriptor
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

I can reproduce this on 2.92.0 Alpha, branch: master, commit date: 2021-01-11 06:58, hash: 64929398fb.
Steps to reproduce:

  • Open .blend file and go to object mode.
  • Select the object and then the armature -> Make parent with automatic weights.

I get a warning saying "Warning: Bone Heat Weighting: failed to find solution for one or more bones".

Reverting the steps and deleting the selected vertex first and then doing the steps again will not throw a warning.
Not sure if this is a bug. It seems like the operator is working as expected. Doing the same with envelope weights works end gives expected results. @rjg any thoughts on this?

I can reproduce this on 2.92.0 Alpha, branch: master, commit date: 2021-01-11 06:58, hash: `64929398fb`. Steps to reproduce: - Open .blend file and go to object mode. - Select the object and then the armature -> Make parent with automatic weights. # I get a warning saying "Warning: Bone Heat Weighting: failed to find solution for one or more bones". Reverting the steps and deleting the selected vertex first and then doing the steps again will not throw a warning. Not sure if this is a bug. It seems like the operator is working as expected. Doing the same with envelope weights works end gives expected results. @rjg any thoughts on this?

It seems that there are multiple issues with the mesh data in the file. Validating the content with the following script results in multiple errors.

@bottye We would need to know how you created the file and how it got into this broken state.

import bpy

for obj in bpy.data.objects:
    if obj.type == "MESH" and obj.data is not None:
        print(obj.name)
        print(obj.data.validate(verbose=True))

Output on the terminal


Alba.Corpo.ScarponeDs.Nuovo.001
ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:965 mesh_validate_customdata:        CustomDataLayer type 16 has some invalid data

ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:965 mesh_validate_customdata:        CustomDataLayer type 16 has some invalid data

ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:965 mesh_validate_customdata:        CustomDataLayer type 16 has some invalid data

ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:965 mesh_validate_customdata:        CustomDataLayer type 16 has some invalid data

ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:965 mesh_validate_customdata:        CustomDataLayer type 16 has some invalid data

False
Alba.Corpo.ScarponeDs.Nuovo.002
ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:965 mesh_validate_customdata:        CustomDataLayer type 16 has some invalid data

ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:965 mesh_validate_customdata:        CustomDataLayer type 16 has some invalid data

ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:965 mesh_validate_customdata:        CustomDataLayer type 16 has some invalid data

False
WGT-rig_breast.L
False
WGT-rig_breast.R
False
WGT-rig_brow.B.L
False
WGT-rig_brow.B.L.001
False
WGT-rig_brow.B.L.002
False
WGT-rig_brow.B.L.003
False
WGT-rig_brow.B.L.004
False
WGT-rig_brow.B.R
False
WGT-rig_brow.B.R.001
False
WGT-rig_brow.B.R.002
False
WGT-rig_brow.B.R.003
False
WGT-rig_brow.B.R.004
False
WGT-rig_brow.T.L
False
WGT-rig_brow.T.L.001
False
WGT-rig_brow.T.L.002
False
WGT-rig_brow.T.L.003
False
WGT-rig_brow.T.R
False
WGT-rig_brow.T.R.001
False
WGT-rig_brow.T.R.002
False
WGT-rig_brow.T.R.003
False
WGT-rig_cheek.B.L.001
False
WGT-rig_cheek.B.R.001
False
WGT-rig_cheek.T.L.001
False
WGT-rig_cheek.T.R.001
False
WGT-rig_chest
False
WGT-rig_chin
False
WGT-rig_chin.001
False
WGT-rig_chin.002
False
WGT-rig_chin.L
False
WGT-rig_chin.R
False
WGT-rig_ear.L
False
WGT-rig_ear.L.002
False
WGT-rig_ear.L.003
False
WGT-rig_ear.L.004
False
WGT-rig_ear.R
False
WGT-rig_ear.R.002
False
WGT-rig_ear.R.003
False
WGT-rig_ear.R.004
False
WGT-rig_eye.L
False
WGT-rig_eye.R
False
WGT-rig_eyes
False
WGT-rig_f_index.01.L
False
WGT-rig_f_index.01.L.001
False
WGT-rig_f_index.01.R
False
WGT-rig_f_index.01.R.001
False
WGT-rig_f_index.01_master.L
ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays:        Vertex 0: has zero normal, assuming Z-up normal
True
WGT-rig_f_index.01_master.R
ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays:        Vertex 0: has zero normal, assuming Z-up normal
True
WGT-rig_f_index.02.L
False
WGT-rig_f_index.02.R
False
WGT-rig_f_index.03.L
False
WGT-rig_f_index.03.R
False
WGT-rig_f_middle.01.L
False
WGT-rig_f_middle.01.L.001
False
WGT-rig_f_middle.01.R
False
WGT-rig_f_middle.01.R.001
False
WGT-rig_f_middle.01_master.L
ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays:        Vertex 0: has zero normal, assuming Z-up normal
True
WGT-rig_f_middle.01_master.R
ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays:        Vertex 0: has zero normal, assuming Z-up normal
True
WGT-rig_f_middle.02.L
False
WGT-rig_f_middle.02.R
False
WGT-rig_f_middle.03.L
False
WGT-rig_f_middle.03.R
False
WGT-rig_f_pinky.01.L
False
WGT-rig_f_pinky.01.L.001
False
WGT-rig_f_pinky.01.R
False
WGT-rig_f_pinky.01.R.001
False
WGT-rig_f_pinky.01_master.L
ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays:        Vertex 0: has zero normal, assuming Z-up normal
True
WGT-rig_f_pinky.01_master.R
ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays:        Vertex 0: has zero normal, assuming Z-up normal
True
WGT-rig_f_pinky.02.L
False
WGT-rig_f_pinky.02.R
False
WGT-rig_f_pinky.03.L
False
WGT-rig_f_pinky.03.R
False
WGT-rig_f_ring.01.L
False
WGT-rig_f_ring.01.L.001
False
WGT-rig_f_ring.01.R
False
WGT-rig_f_ring.01.R.001
False
WGT-rig_f_ring.01_master.L
ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays:        Vertex 0: has zero normal, assuming Z-up normal
True
WGT-rig_f_ring.01_master.R
ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays:        Vertex 0: has zero normal, assuming Z-up normal
True
WGT-rig_f_ring.02.L
False
WGT-rig_f_ring.02.R
False
WGT-rig_f_ring.03.L
False
WGT-rig_f_ring.03.R
False
WGT-rig_foot_fk.L
False
WGT-rig_foot_fk.R
False
WGT-rig_foot_heel_ik.L
False
WGT-rig_foot_heel_ik.R
False
WGT-rig_foot_ik.L
False
WGT-rig_foot_ik.R
False
WGT-rig_foot_spin_ik.L
False
WGT-rig_foot_spin_ik.R
False
WGT-rig_foot_tweak.L
False
WGT-rig_foot_tweak.R
False
WGT-rig_forearm_fk.L
False
WGT-rig_forearm_fk.R
False
WGT-rig_forearm_tweak.L
False
WGT-rig_forearm_tweak.L.001
False
WGT-rig_forearm_tweak.R
False
WGT-rig_forearm_tweak.R.001
False
WGT-rig_hand_fk.L
False
WGT-rig_hand_fk.R
False
WGT-rig_hand_ik.L
False
WGT-rig_hand_ik.R
False
WGT-rig_hand_tweak.L
False
WGT-rig_hand_tweak.R
False
WGT-rig_head
False
WGT-rig_hips
False
WGT-rig_jaw
False
WGT-rig_jaw.L
False
WGT-rig_jaw.L.001
False
WGT-rig_jaw.R
False
WGT-rig_jaw.R.001
False
WGT-rig_jaw_master
False
WGT-rig_lid.B.L
False
WGT-rig_lid.B.L.001
False
WGT-rig_lid.B.L.002
False
WGT-rig_lid.B.L.003
False
WGT-rig_lid.B.R
False
WGT-rig_lid.B.R.001
False
WGT-rig_lid.B.R.002
False
WGT-rig_lid.B.R.003
False
WGT-rig_lid.T.L
False
WGT-rig_lid.T.L.001
False
WGT-rig_lid.T.L.002
False
WGT-rig_lid.T.L.003
False
WGT-rig_lid.T.R
False
WGT-rig_lid.T.R.001
False
WGT-rig_lid.T.R.002
False
WGT-rig_lid.T.R.003
False
WGT-rig_lip.B
False
WGT-rig_lip.B.L.001
False
WGT-rig_lip.B.R.001
False
WGT-rig_lip.T
False
WGT-rig_lip.T.L.001
False
WGT-rig_lip.T.R.001
False
WGT-rig_lips.L
False
WGT-rig_lips.R
False
WGT-rig_master_eye.L
False
WGT-rig_master_eye.R
False
WGT-rig_neck
False
WGT-rig_nose
False
WGT-rig_nose.001
False
WGT-rig_nose.002
False
WGT-rig_nose.003
False
WGT-rig_nose.004
False
WGT-rig_nose.005
False
WGT-rig_nose.L
False
WGT-rig_nose.L.001
False
WGT-rig_nose.R
False
WGT-rig_nose.R.001
False
WGT-rig_nose_master
False
WGT-rig_palm.L
False
WGT-rig_palm.R
False
WGT-rig_root
False
WGT-rig_shin_fk.L
False
WGT-rig_shin_fk.R
False
WGT-rig_shin_tweak.L
False
WGT-rig_shin_tweak.L.001
False
WGT-rig_shin_tweak.R
False
WGT-rig_shin_tweak.R.001
False
WGT-rig_shoulder.L
False
WGT-rig_shoulder.R
False
WGT-rig_spine_fk
False
WGT-rig_spine_fk.001
False
WGT-rig_spine_fk.002
False
WGT-rig_spine_fk.003
False
WGT-rig_teeth.B
False
WGT-rig_teeth.T
False
WGT-rig_thigh_fk.L
False
WGT-rig_thigh_fk.R
False
WGT-rig_thigh_ik.L
False
WGT-rig_thigh_ik.R
False
WGT-rig_thigh_ik_target.L
False
WGT-rig_thigh_ik_target.R
False
WGT-rig_thigh_parent.L
False
WGT-rig_thigh_parent.R
False
WGT-rig_thigh_tweak.L
False
WGT-rig_thigh_tweak.L.001
False
WGT-rig_thigh_tweak.R
False
WGT-rig_thigh_tweak.R.001
False
WGT-rig_thumb.01.L
False
WGT-rig_thumb.01.L.001
False
WGT-rig_thumb.01.R
False
WGT-rig_thumb.01.R.001
False
WGT-rig_thumb.01_master.L
ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays:        Vertex 0: has zero normal, assuming Z-up normal
True
WGT-rig_thumb.01_master.R
ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays:        Vertex 0: has zero normal, assuming Z-up normal
True
WGT-rig_thumb.02.L
False
WGT-rig_thumb.02.R
False
WGT-rig_thumb.03.L
False
WGT-rig_thumb.03.R
False
WGT-rig_toe.L
False
WGT-rig_toe.R
False
WGT-rig_tongue
False
WGT-rig_tongue.001
False
WGT-rig_tongue.002
False
WGT-rig_tongue.003
False
WGT-rig_tongue_master
False
WGT-rig_torso
False
WGT-rig_tweak_spine
False
WGT-rig_tweak_spine.001
False
WGT-rig_tweak_spine.002
False
WGT-rig_tweak_spine.003
False
WGT-rig_tweak_spine.004
False
WGT-rig_tweak_spine.005
False
WGT-rig_upper_arm_fk.L
False
WGT-rig_upper_arm_fk.R
False
WGT-rig_upper_arm_ik.L
False
WGT-rig_upper_arm_ik.R
False
WGT-rig_upper_arm_ik_target.L
False
WGT-rig_upper_arm_ik_target.R
False
WGT-rig_upper_arm_parent.L
False
WGT-rig_upper_arm_parent.R
False
WGT-rig_upper_arm_tweak.L
False
WGT-rig_upper_arm_tweak.L.001
False
WGT-rig_upper_arm_tweak.R
False
WGT-rig_upper_arm_tweak.R.001
False
WGT-rig_VIS_thigh_ik_pole.L
ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays:        Vertex 0: has zero normal, assuming Z-up normal
True
WGT-rig_VIS_thigh_ik_pole.R
ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays:        Vertex 0: has zero normal, assuming Z-up normal
True
WGT-rig_VIS_upper_arm_ik_pole.L
ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays:        Vertex 0: has zero normal, assuming Z-up normal
True
WGT-rig_VIS_upper_arm_ik_pole.R
ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays:        Vertex 0: has zero normal, assuming Z-up normal
True
It seems that there are multiple issues with the mesh data in the file. Validating the content with the following script results in multiple errors. @bottye We would need to know how you created the file and how it got into this broken state. ``` import bpy for obj in bpy.data.objects: if obj.type == "MESH" and obj.data is not None: print(obj.name) print(obj.data.validate(verbose=True)) ``` Output on the terminal ```lines Alba.Corpo.ScarponeDs.Nuovo.001 ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:965 mesh_validate_customdata: CustomDataLayer type 16 has some invalid data ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:965 mesh_validate_customdata: CustomDataLayer type 16 has some invalid data ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:965 mesh_validate_customdata: CustomDataLayer type 16 has some invalid data ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:965 mesh_validate_customdata: CustomDataLayer type 16 has some invalid data ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:965 mesh_validate_customdata: CustomDataLayer type 16 has some invalid data False Alba.Corpo.ScarponeDs.Nuovo.002 ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:965 mesh_validate_customdata: CustomDataLayer type 16 has some invalid data ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:965 mesh_validate_customdata: CustomDataLayer type 16 has some invalid data ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:965 mesh_validate_customdata: CustomDataLayer type 16 has some invalid data False WGT-rig_breast.L False WGT-rig_breast.R False WGT-rig_brow.B.L False WGT-rig_brow.B.L.001 False WGT-rig_brow.B.L.002 False WGT-rig_brow.B.L.003 False WGT-rig_brow.B.L.004 False WGT-rig_brow.B.R False WGT-rig_brow.B.R.001 False WGT-rig_brow.B.R.002 False WGT-rig_brow.B.R.003 False WGT-rig_brow.B.R.004 False WGT-rig_brow.T.L False WGT-rig_brow.T.L.001 False WGT-rig_brow.T.L.002 False WGT-rig_brow.T.L.003 False WGT-rig_brow.T.R False WGT-rig_brow.T.R.001 False WGT-rig_brow.T.R.002 False WGT-rig_brow.T.R.003 False WGT-rig_cheek.B.L.001 False WGT-rig_cheek.B.R.001 False WGT-rig_cheek.T.L.001 False WGT-rig_cheek.T.R.001 False WGT-rig_chest False WGT-rig_chin False WGT-rig_chin.001 False WGT-rig_chin.002 False WGT-rig_chin.L False WGT-rig_chin.R False WGT-rig_ear.L False WGT-rig_ear.L.002 False WGT-rig_ear.L.003 False WGT-rig_ear.L.004 False WGT-rig_ear.R False WGT-rig_ear.R.002 False WGT-rig_ear.R.003 False WGT-rig_ear.R.004 False WGT-rig_eye.L False WGT-rig_eye.R False WGT-rig_eyes False WGT-rig_f_index.01.L False WGT-rig_f_index.01.L.001 False WGT-rig_f_index.01.R False WGT-rig_f_index.01.R.001 False WGT-rig_f_index.01_master.L ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays: Vertex 0: has zero normal, assuming Z-up normal True WGT-rig_f_index.01_master.R ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays: Vertex 0: has zero normal, assuming Z-up normal True WGT-rig_f_index.02.L False WGT-rig_f_index.02.R False WGT-rig_f_index.03.L False WGT-rig_f_index.03.R False WGT-rig_f_middle.01.L False WGT-rig_f_middle.01.L.001 False WGT-rig_f_middle.01.R False WGT-rig_f_middle.01.R.001 False WGT-rig_f_middle.01_master.L ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays: Vertex 0: has zero normal, assuming Z-up normal True WGT-rig_f_middle.01_master.R ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays: Vertex 0: has zero normal, assuming Z-up normal True WGT-rig_f_middle.02.L False WGT-rig_f_middle.02.R False WGT-rig_f_middle.03.L False WGT-rig_f_middle.03.R False WGT-rig_f_pinky.01.L False WGT-rig_f_pinky.01.L.001 False WGT-rig_f_pinky.01.R False WGT-rig_f_pinky.01.R.001 False WGT-rig_f_pinky.01_master.L ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays: Vertex 0: has zero normal, assuming Z-up normal True WGT-rig_f_pinky.01_master.R ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays: Vertex 0: has zero normal, assuming Z-up normal True WGT-rig_f_pinky.02.L False WGT-rig_f_pinky.02.R False WGT-rig_f_pinky.03.L False WGT-rig_f_pinky.03.R False WGT-rig_f_ring.01.L False WGT-rig_f_ring.01.L.001 False WGT-rig_f_ring.01.R False WGT-rig_f_ring.01.R.001 False WGT-rig_f_ring.01_master.L ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays: Vertex 0: has zero normal, assuming Z-up normal True WGT-rig_f_ring.01_master.R ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays: Vertex 0: has zero normal, assuming Z-up normal True WGT-rig_f_ring.02.L False WGT-rig_f_ring.02.R False WGT-rig_f_ring.03.L False WGT-rig_f_ring.03.R False WGT-rig_foot_fk.L False WGT-rig_foot_fk.R False WGT-rig_foot_heel_ik.L False WGT-rig_foot_heel_ik.R False WGT-rig_foot_ik.L False WGT-rig_foot_ik.R False WGT-rig_foot_spin_ik.L False WGT-rig_foot_spin_ik.R False WGT-rig_foot_tweak.L False WGT-rig_foot_tweak.R False WGT-rig_forearm_fk.L False WGT-rig_forearm_fk.R False WGT-rig_forearm_tweak.L False WGT-rig_forearm_tweak.L.001 False WGT-rig_forearm_tweak.R False WGT-rig_forearm_tweak.R.001 False WGT-rig_hand_fk.L False WGT-rig_hand_fk.R False WGT-rig_hand_ik.L False WGT-rig_hand_ik.R False WGT-rig_hand_tweak.L False WGT-rig_hand_tweak.R False WGT-rig_head False WGT-rig_hips False WGT-rig_jaw False WGT-rig_jaw.L False WGT-rig_jaw.L.001 False WGT-rig_jaw.R False WGT-rig_jaw.R.001 False WGT-rig_jaw_master False WGT-rig_lid.B.L False WGT-rig_lid.B.L.001 False WGT-rig_lid.B.L.002 False WGT-rig_lid.B.L.003 False WGT-rig_lid.B.R False WGT-rig_lid.B.R.001 False WGT-rig_lid.B.R.002 False WGT-rig_lid.B.R.003 False WGT-rig_lid.T.L False WGT-rig_lid.T.L.001 False WGT-rig_lid.T.L.002 False WGT-rig_lid.T.L.003 False WGT-rig_lid.T.R False WGT-rig_lid.T.R.001 False WGT-rig_lid.T.R.002 False WGT-rig_lid.T.R.003 False WGT-rig_lip.B False WGT-rig_lip.B.L.001 False WGT-rig_lip.B.R.001 False WGT-rig_lip.T False WGT-rig_lip.T.L.001 False WGT-rig_lip.T.R.001 False WGT-rig_lips.L False WGT-rig_lips.R False WGT-rig_master_eye.L False WGT-rig_master_eye.R False WGT-rig_neck False WGT-rig_nose False WGT-rig_nose.001 False WGT-rig_nose.002 False WGT-rig_nose.003 False WGT-rig_nose.004 False WGT-rig_nose.005 False WGT-rig_nose.L False WGT-rig_nose.L.001 False WGT-rig_nose.R False WGT-rig_nose.R.001 False WGT-rig_nose_master False WGT-rig_palm.L False WGT-rig_palm.R False WGT-rig_root False WGT-rig_shin_fk.L False WGT-rig_shin_fk.R False WGT-rig_shin_tweak.L False WGT-rig_shin_tweak.L.001 False WGT-rig_shin_tweak.R False WGT-rig_shin_tweak.R.001 False WGT-rig_shoulder.L False WGT-rig_shoulder.R False WGT-rig_spine_fk False WGT-rig_spine_fk.001 False WGT-rig_spine_fk.002 False WGT-rig_spine_fk.003 False WGT-rig_teeth.B False WGT-rig_teeth.T False WGT-rig_thigh_fk.L False WGT-rig_thigh_fk.R False WGT-rig_thigh_ik.L False WGT-rig_thigh_ik.R False WGT-rig_thigh_ik_target.L False WGT-rig_thigh_ik_target.R False WGT-rig_thigh_parent.L False WGT-rig_thigh_parent.R False WGT-rig_thigh_tweak.L False WGT-rig_thigh_tweak.L.001 False WGT-rig_thigh_tweak.R False WGT-rig_thigh_tweak.R.001 False WGT-rig_thumb.01.L False WGT-rig_thumb.01.L.001 False WGT-rig_thumb.01.R False WGT-rig_thumb.01.R.001 False WGT-rig_thumb.01_master.L ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays: Vertex 0: has zero normal, assuming Z-up normal True WGT-rig_thumb.01_master.R ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays: Vertex 0: has zero normal, assuming Z-up normal True WGT-rig_thumb.02.L False WGT-rig_thumb.02.R False WGT-rig_thumb.03.L False WGT-rig_thumb.03.R False WGT-rig_toe.L False WGT-rig_toe.R False WGT-rig_tongue False WGT-rig_tongue.001 False WGT-rig_tongue.002 False WGT-rig_tongue.003 False WGT-rig_tongue_master False WGT-rig_torso False WGT-rig_tweak_spine False WGT-rig_tweak_spine.001 False WGT-rig_tweak_spine.002 False WGT-rig_tweak_spine.003 False WGT-rig_tweak_spine.004 False WGT-rig_tweak_spine.005 False WGT-rig_upper_arm_fk.L False WGT-rig_upper_arm_fk.R False WGT-rig_upper_arm_ik.L False WGT-rig_upper_arm_ik.R False WGT-rig_upper_arm_ik_target.L False WGT-rig_upper_arm_ik_target.R False WGT-rig_upper_arm_parent.L False WGT-rig_upper_arm_parent.R False WGT-rig_upper_arm_tweak.L False WGT-rig_upper_arm_tweak.L.001 False WGT-rig_upper_arm_tweak.R False WGT-rig_upper_arm_tweak.R.001 False WGT-rig_VIS_thigh_ik_pole.L ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays: Vertex 0: has zero normal, assuming Z-up normal True WGT-rig_VIS_thigh_ik_pole.R ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays: Vertex 0: has zero normal, assuming Z-up normal True WGT-rig_VIS_upper_arm_ik_pole.L ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays: Vertex 0: has zero normal, assuming Z-up normal True WGT-rig_VIS_upper_arm_ik_pole.R ERROR (bke.mesh): source/blender/blenkernel/intern/mesh_validate.c:331 BKE_mesh_validate_arrays: Vertex 0: has zero normal, assuming Z-up normal True ```

Ciao,

I downloaded the original model for free from here...

military boots 3D Model Files

The original works, but many subdivisions, scaling and merge has been done after... for my project needs.

How can I solve this issues?
Is there a method that point to the single errors put evidence on them in the mesh?

This feature it would be very useful and appreciate [for sure by me ;-) ]!

Thanks a lot!
Ermanno

Ciao, I downloaded the original model for free from here... [military boots 3D Model Files ](https://www.cgtrader.com/items/66329/free-downloads/215109) The original works, but many subdivisions, scaling and merge has been done after... for my project needs. How can I solve this issues? Is there a method that point to the single errors put evidence on them in the mesh? This feature it would be very useful and appreciate [for sure by me ;-) ]! Thanks a lot! Ermanno

Ciao,

seeing deeper the Output on the terminal I saw that the hand also are full of errors, but the hands were made manually and not imported from other sites/sources.

Seeing the log I cannot understand where an error is and so neither how to correct them and how to dont repeat the mistakes.
Trying to rig, the entire body rig without errors, no error also for the face, but for shoes and hands, that I unjoined for check where the errors was, yes.

The rigging skeleton is made automatically by Blender with SHIFT A | Armature | Human (Meta Rig).

Thankx
E-

I've understood how to reproduce the output on my pc, but not how to find the corrispondence error-vertice in the image.

Ciao, seeing deeper the Output on the terminal I saw that the hand also are full of errors, but the hands were made manually and not imported from other sites/sources. Seeing the log I cannot understand where an error is and so neither how to correct them and how to dont repeat the mistakes. Trying to rig, the entire body rig without errors, no error also for the face, but for shoes and hands, that I unjoined for check where the errors was, yes. The rigging skeleton is made automatically by Blender with SHIFT A | Armature | Human (Meta Rig). Thankx E- >>> I've understood how to reproduce the output on my pc, but not how to find the corrispondence error-vertice in the image.

Hi,

try this, please.

Here there is a very very very simple Mesh
2 simple loops connected with faces
ErroreRigSuMeshBasilare_01.png

ScarponeNuovo_49_TestRig_21_Test_05.blend

If I move something, works, otherwise not.

Maybe this help to find the problem.

Thanks
E-

Hi, try this, please. Here there is a very very very simple Mesh 2 simple loops connected with faces ![ErroreRigSuMeshBasilare_01.png](https://archive.blender.org/developer/F9594082/ErroreRigSuMeshBasilare_01.png) [ScarponeNuovo_49_TestRig_21_Test_05.blend](https://archive.blender.org/developer/F9594084/ScarponeNuovo_49_TestRig_21_Test_05.blend) If I move something, works, otherwise not. Maybe this help to find the problem. Thanks E-

Changed status from 'Confirmed' to: 'Needs Triage'

Changed status from 'Confirmed' to: 'Needs Triage'
Member

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'
Member

@bottye Can you please explain how the issue is happening in that file? What are the exact steps to reproduce the error? What is happening for you and what is not working as expected?

If I move something, works, otherwise not.

I don't know what you mean by this. What are you moving? What is working/not working? Please give us a bit more information to work with.

@bottye Can you please explain how the issue is happening in that file? What are the exact steps to reproduce the error? What is happening for you and what is not working as expected? > If I move something, works, otherwise not. I don't know what you mean by this. What are you moving? What is working/not working? Please give us a bit more information to work with.

Hi
when I try this:

Object Mode
Sel Obj
Sel Bone
CTRL P | With Automatic Weights

the rig fail,

but

if in the same file I move a Vertice, an Edge, a Face, the Bone or somethin else, concerning the Rig,
the rig has success.

I hope now is clearer.

Thanks
Ermanno

Hi when I try this: Object Mode Sel Obj Sel Bone CTRL P | With Automatic Weights the rig fail, but if in the same file I move a Vertice, an Edge, a Face, the Bone or somethin else, concerning the Rig, the rig has success. I hope now is clearer. Thanks Ermanno
Member

Changed status from 'Needs User Info' to: 'Confirmed'

Changed status from 'Needs User Info' to: 'Confirmed'
Member

Thank you for the response. I can reproduce the issue here on Linux with blender 2.93.0 Alpha, branch: master, commit date: 2021-01-27 09:26, hash: 3f8816eb6a.

Thank you for the response. I can reproduce the issue here on Linux with blender 2.93.0 Alpha, branch: master, commit date: 2021-01-27 09:26, hash: `3f8816eb6a`.
Philipp Oeser removed the
Interest
Animation & Rigging
label 2023-02-09 14:35:55 +01:00
Member

Confirmed that this is still happening on latest main.

This appears to be a manifestation of an issue I've also run into with automatic weights, which is that it often fails with very small mesh faces. My best guess is it's something to do with floating point precision/rounding error.

For example, in the simplified blend file (ScarponeNuovo_49_TestRig_21_Test_05.blend), the mesh faces are extremely small. Less than 0.0004 blender units across. As described by @bottye, simply tweaking one of the vertices makes automatic weights succeed. So it's probably just on the border of being too small.

In the more complex file (P1.1_ColleAlba_reRig_42_testRigNoTacchi_KO-BugReport_01.blend), the mesh also has some very small faces. Deleting the vertex as described is probably also deleting a too-small face that's causing problems.

As a user, you can work around this by scaling both the mesh and armature up, applying automatic weights, and then scaling them both down again. But this obviously isn't a good workflow, so we should indeed try to find a way to fix this if we can.

Confirmed that this is still happening on latest `main`. This appears to be a manifestation of an issue I've also run into with automatic weights, which is that it often fails with very small mesh faces. My best guess is it's something to do with floating point precision/rounding error. For example, in the simplified blend file (`ScarponeNuovo_49_TestRig_21_Test_05.blend`), the mesh faces are *extremely* small. Less than 0.0004 blender units across. As described by @bottye, simply tweaking one of the vertices makes automatic weights succeed. So it's probably *just* on the border of being too small. In the more complex file (`P1.1_ColleAlba_reRig_42_testRigNoTacchi_KO-BugReport_01.blend`), the mesh also has some very small faces. Deleting the vertex as described is probably also deleting a too-small face that's causing problems. **As a user, you can work around this** by scaling both the mesh and armature up, applying automatic weights, and then scaling them both down again. But this obviously isn't a good workflow, so we should indeed try to find a way to fix this if we can.
Nathan Vegdahl changed title from Rig fail if a specific vertice is in the mesh to Automatic weights fails with small-scale mesh faces / armatures 2023-05-09 10:58:11 +02:00
Member

Note: #79002 was likely also a manifestation of this.

Note: #79002 was likely also a manifestation of this.
Nathan Vegdahl self-assigned this 2023-05-09 11:01:18 +02:00
Member

I tried a quick fix, which was to basically just do the user workaround I described above, but in code: scale both the mesh and armature up when computing the heat weighting.

That approach does fix the issues in the blend files provided in this issue. However, in a different test file I have with a full character, this approach caused different issues: although the automatic weighting succeeded, a handful of vertices failed to get any weights at all (which isn't an issue without the quick fix).

So it looks like a fix for this is going to need some more involved investigation.

I tried a quick fix, which was to basically just do the user workaround I described above, but in code: scale both the mesh and armature up when computing the heat weighting. That approach does fix the issues in the blend files provided in this issue. However, in a different test file I have with a full character, this approach caused different issues: although the automatic weighting succeeded, a handful of vertices failed to get any weights at all (which isn't an issue without the quick fix). So it looks like a fix for this is going to need some more involved investigation.
Member

Unassigning myself from this because I don't have the time to investigate this further right now.

Unassigning myself from this because I don't have the time to investigate this further right now.
Nathan Vegdahl removed their assignment 2024-02-05 11:12:45 +01:00
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