Automatic weights fails with small-scale mesh faces / armatures #84609
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Reference: blender/blender#84609
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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
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
Added subscribers: @rjg, @filedescriptor
Changed status from 'Needs Triage' to: 'Confirmed'
I can reproduce this on 2.92.0 Alpha, branch: master, commit date: 2021-01-11 06:58, hash:
64929398fb
.Steps to reproduce:
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.
Output on the terminal
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,
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-
Hi,
try this, please.
Here there is a very very very simple Mesh
2 simple loops connected with faces
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 'Needs Triage' to: 'Needs User Info'
@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?
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
Changed status from 'Needs User Info' to: 'Confirmed'
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
.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.
Rig fail if a specific vertice is in the meshto Automatic weights fails with small-scale mesh faces / armaturesNote: #79002 was likely also a manifestation of this.
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.
Unassigning myself from this because I don't have the time to investigate this further right now.