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Blender Guide - Rigging/Weight Painting

Blender Guide Rigging and Weight Painting

*Updated: Apr 24th 2020* Check Change Log at the bottom of the guide for important updates.


Before we start, please take a quick look at the following resources:          Blender 2.7X Fundamentals:          -          Introduction to Rigging          -          Character Rigging        

          Blender 2.8X Fundamentals:          -          Armature          -          Character Rigging          -          Vertex Groups          [More info later in the guide]          -          Bone Layers          -          Copy Limit Constraint          [OPTIONAL]          -          Inverse Kinematics (IK)          [OPTIONAL]        

If the Gfycat demos are too fast, you can right click them to change speed.


You can still learn from this guide, even if you don't use Rigify.
Blender - Rigify Demo Image: metarig vs rig

* IMPORTANT *

There is a known bug in Blender that occurs when attempting to Undo (CTRL+Z) in Weight Paint mode or Sculpt mode.
- Demo: Undo Bug
- Bug Reported
Workaround: After adjusting the brush values (Weight, Radius, or Strength), switch to a different paint brush (Add, Subtract, Mix, etc.), and then switch back to your previous paint brush.
- Undo should now work as expected.

If you plan on rigging with the Rigify add-on, make sure you are familiar with the Bone Positioning Guide here:
- Rigify (Archive)
- It's a little old, but the tips are still applicable to the current version of Rigify.
- More details will be available below.

If you have MMD Tools add-on active, it will conflict with Rigify's Generate Rig functionality.
- MMD Tools Reported Bug
- If you plan to use Rigify's Generate Rig function, make sure to disable the MMD Tools add-on before using the Rigify armature.

For beginners, I recommend starting with rigging character models that don't have face bones, like a masked character:
Character Model from Xenko StarBreach Character Model from Xenko StarBreach
After you've mastered the basic body rigging, you can then move on to Face Rigging.
[Explained later in SECTION 8]

Blender - Bone Naming Conventions
Bone Naming Conventions [INFO]
Click to Show
Naming conventions in Blender are not only useful for you in finding the right bone, but also to tell Blender when any two of them are counterparts. If you have a bone that has a copy on the other side (a pair), like a hand, give it one of the following separators:                
Separators LEFT RIGHT
handLeft handRight
underscore _ hand_L hand_R
dot . hand.l hand.r
dash - hand-l hand-r
space hand LEFT hand RIGHT
If there is a lower or upper case "L", "R", "left" or "right", Blender handles the counterpart correctly. Pick one and stick to it as close as possible when rigging; it will pay off. Note: - Placing the left/right part before the bone name is also valid. - The short "L"/"R" code can only be used with a separator (e.g. "handL"/ "handR" will not work!).

[SECTION 1]

Here are different types of Objects you may encounter in Blender:
Object Types Single Bone of an Armature
We will focus on only 2 Object Types:
- Armature Object
- Mesh Object


[SECTION 2]

A rigged 3D character model contains 2 essential things:
- Skeleton (Armature Object)
- 3D Model (Mesh Object)

The 3D model is the Child.
The Skeleton is the Parent.
Wherever the Skeleton moves, the 3D model follows.

In Blender, you parent the Mesh Object to the Armature Object, then you can continue with the Weighting or Weight Painting process (explained later).

Select children first, then select the parent last.
Hotkey: CTRL + P [Opens the Parent Menu]
Menu: Set Parent To


[SECTION 3]

Single Mesh Object Multiple Mesh Objects

A 3D model can be a single Mesh Object
- this is common with low-poly character models.
A 3D model can be composed of multiple Mesh Objects
- this is common with high-poly models with optional clothing, weapons, etc.

You can parent multiple Mesh Objects (Head, Arms, Legs, Clothing, etc.) to a single Armature Object.


[SECTION 4]

What is the purpose of Vertex Groups?

Vertex Groups are extremely useful for different things:
Rigging, Organizing, Physics Simulation, etc.

Click Here to Show
How to Create, Assign, Select, Deselect and Remove a vertex group in Blender 2.79?

[SECTION 5]

Demo

Blender - Set Normals from Faces View Clipping Region

How to Prepare/Clean the 3D model before rigging?

Image: Fix Symmetry
Example 1: [Symmetry]

Click to Show
              Demo: Snap to Symmetry              If you have a              symmetrical              Mesh Object              that has a few              non-symmetrical              vertices, use              Snap to Symmetry. - The Snap to Symmetry tool lets you snap a mesh vertices to their mirrored neighbors. - Useful when dealing with meshes which are mostly symmetrical, but have vertices which have been moved enough that Blender does not detect them as mirrored (when X Mirror option is enabled for example). - This can be caused by accident when editing without X Mirror enabled. Sometimes models imported from other applications are asymmetrical enough that mirror fails too. - This is also a good option to use after removing overlapping/double vertices with              Remove Doubles              or              Merge by Distance.              WARNING:              The              Symmetrize              tool is not as safe as              Snap to Symmetry, and it may destroy mesh or UV data.              Related Question              Having a              symmetrical              Mesh Object              will make assigning weights easier when mirroring across the              X              -axis.            

Demo: Alignment
Example 2: [Alignment]

Click to Show

Scale and position your Armature (skeleton) to fit inside the character Mesh Object.
Before rigging a character, make sure both the Armature (Skeleton) and the Mesh Object(s) (Character Meshes) have their Transforms applied.
- Hotkey: CTRL+A [Object Mode]
- Object --> Apply --> Location | Rotation | Scale
You can also tell if an Object's transform hasn't been applied by looking at the location of the              Object Origin              (Origin Point).              Object Origin Point              According to some reports, Mesh Objects with              dimensions              smaller than              1m              (1 Meter = 1 Blender Unit) may fail with Automatic Weights.              Image: Bone outside of mesh              Make sure the bones are inside the mesh, otherwise you will get the following error with              Automatic Weights: -              Bone Heat Weighting: failed to find solution for one or more bones              Don't forget to adjust your bone rolls:              Demo: Recalculate Bone Rolls to Active Bone              Related: - Blender 3D / rigging: How to adjust the roll of bones in a bones chain the proper way / HD - Orientation of Bones-Blender Tip - Rigify (Archived)            

Demo: Bad Seams
Example 3 [Bad Seams]

Click to Show
In Example 3, you will want to join all the Mesh Objects together before rigging, to avoid the seams.
Select all the Mesh Objects and join them together CTRL+J.
Afterwards, in [Edit Mode], select the seams (overlapping vertices) and Remove Doubles or Merge by Distance.
Demo: Fix Mesh Seam
Later in the guide, you will learn how to separate the Mesh Objects.

Example 3: Bone Heat Weighting [Demo: Non-Manifolds 1] [Demo: Non-Manifolds 2]
Example 4 [Bone Heat Weighting: failed to find solution for one or more bones]

Click to Show
              Image: Bone outside of mesh              Make sure the bones are inside the mesh, otherwise you will get the following error with              Automatic Weights:   -              Bone Heat Weighting: failed to find solution for one or more bones            
              Image: Non-Manifolds              Demo - Fixing Non-Manifolds              Check for              Loose Geometry              or              Non-Manifolds              (loose vertices/edges/faces)   - [Demo1] [Demo2] [Demo3]   -              Remove Doubles              or              Merge By Distance              -              Recalculate Normals              [Show Normal Direction] [Set Normals from Faces]

Check if your character Mesh Object has:

  • Overlapping mesh parts:
    - armor, clothing, hair, tactical gear, ammo pockets, holstered sword
  • Internal mesh parts:
    - eye balls and teeth

Then try separating them into separate Mesh Objects which will be excluded from Automatic Weights, for now.
Demo
- Hotkey: L [Edit Mode] Select Linked (Vertices, Edges, Faces)
- Hotkey: P [Edit Mode] Separate Mesh


If you don't want to clean your 3D model, you will need to manually assign weights or weight paint the uncleaned areas.
[Explained in SECTION 7]


[SECTION 6]

How to properly switch to Weight Paint mode?

How to properly switch to Weight Paint mode?

          

[SECTION 7]

Methods for Assigning Weights

Methods for Assigning Weights

Click to Show

[SECTION 8]

Rigging a Face

Rigging a Face

Click to Show
            

If you want something even easier, see [SECTION 9].


[SECTION 9]

Shape Keys

Shape Keys

An Easier Alternative to Rigging

Click to Show

Rigging and Weight Painting Videos:

  • [Blender 2.80] Blender 2.8 3D Female Bone Positioning (Hips, Breasts, Shoulders, Hands, Feet, Spine)
  • [Blender 2.80] Blender 2.8 Weight Painting mini-tutorial (and how to undo a "neck fix")
    - Mostly Weight Painting
  • [Blender 2.78] Blender Human Meta-Rig. Clear HD tutorial
    - Excellent tips for preparing the mesh and setting up bones and rolls
  • [Blender 2.77] Blender: Weight Painting (Part 1 of 2)
    - Vertex Group tips, Weight Painting tips
  • [Blender 2.76] How To Rig A Simple Female Character In Blender 2 .76
    - Rigging with metarig, fixing bone rolls, custom IK controls, custom foot roll controls, Automatic Weights, breast physics
  • [Blender 2.69] Simple rigging of a character in Blender
    - Setting up a custom rig from scratch with IK controls, custom bone shapes, and Automatic Weights
  • Work In Progress...

Extra Resources:

  • Controlling Armature Deformation
    - Fundamentals of bones, deformation, vertex groups, weight painting
  • Auto Rig Pro Showcase
  • Blender Armature Tutorial Bending a Tube Using Bone Envelopes, Vertex Groups and Weight Painting
  • Simple methods to smooth out weight paints?
  • (Rigging) Why are some of my vertex groups affecting blue areas?

Troubleshooting:

  • And how to add a bone to centre of eyeball?
    - Demo - Setup Eye Bone
  • Can you show me how to add eye bones for supergirl model (SFM)?
    - Demo: [Part 1] [Part 2]
  • After fix legs (SFM DazV4), how to save "fixed version"? And how to fix this? [Image]
    - Demo: [Part 1] [Part 2]
  • Do you know how to weight paint RE2R model? I want to fix legs but don't know how to do this right. [Image]
    - Demo - Troubleshooting a rigged Resident Evil model
  • I don't know why I can't Mirror Vertex Group. I ticked at X Mirror in Option tab from Context, still can't work. [Image]
    - Some 3D meshes are asymmetrical in order to mimic natural appearances. In these cases, Mirror Vertex Group may not always work.
    - You will have to either make the 3D mesh symmetrical or manually weight paint both sides.
  • Can you make a demo that you clean and fix that eyelid (SFM)?
    - Demo: [Part 1] [Part 2]
  • How to copy bone weights to another bone, or how to merge weights from different vertex groups?
    - Demo: [Part 1] [Part 2]

Work In Progress...


Want to rig some free models?

Try these...


- Pack 3D Models
- Models Resource
- Free3D
- Sweet-Berrie
- GR-85
- KittyInHiding
- Sketchfab

Don't throw away any of these valuable texture maps!

They are extremely helpful!


Submit 3D Models and Resources:


Common Mistakes Made in Blender

Blender - Common Mistakes & Tips

Rip Your Favorite 3D Game Character Models FREE

Rip Your Favorite 3D Game Character Models FREE


Contact: https://www.deviantart.com/xcurtainx


Click for Change Log
Apr 24 2020 Updated: [SECTION 7] Methods for Assigning Weights Added a demo for troubleshooting Transfer Weights - https://gfycat.com/highlevelsombercaracal  Apr 22 2020 Updated: [SECTION 8] Rigging a Face Added 2 demos showcasing the real pivot location of the jaw bone. This should reduce some confusion about jaw bone placement. - https://gfycat.com/likelyillbullmastiff - https://gfycat.com/presentdarkbluejay-cursing-the-gif-tree-border-movements  Jan 17 2020 Updated Troubleshooting Section Added: How to copy bone weights to another bone, or how to merge weights from different vertex groups? - Demo: [Part 1] [Part 2]  Jan 7 2020 Updated: [SECTION 7] Methods for Assigning Weights: [Transfer Weights] - https://gfycat.com/badhighlevelkissingbug - https://www.youtube.com/watch?v=OCpXiz-8bjY - https://www.youtube.com/watch?v=U7lKIFfHffY  Jan 2 2020 Updated: [SECTION 7] Methods for Assigning Weights - Added Method: [Vertex Weights Panel] - https://i.imgur.com/YvcRVyR.png - https://gfycat.com/clutteredbiodegradablehectorsdolphin - https://i.imgur.com/XN9oxsB.jpg  Dec 28 2019 Important: There is a known bug in Blender that occurs when attempting to Undo (CTRL + Z) in Weight Paint mode or Sculpt mode. - https://gfycat.com/completeskinnycougar - https://developer.blender.org/T71759 - Workaround: After adjusting the brush values (Weight, Radius, or Strength), switch to a different brush (Add, Subtract, Mix, etc.), and then switch back. Undo should work as expected.  Dec 19 2019 Updated: [SECTION 5] How to Prepare/Clean the 3D model before rigging? [Alignment] - Recalculate Bone Rolls to Active Bone:  - https://gfycat.com/maleidolizedcrow  Dec 16 2019 Updated: [SECTION 7] Methods for Assigning Weights Forgot to add demos for [Assign Automatic from Bones] and [Set Parent to Bone] - https://gfycat.com/fatherlyindolentborderterrier  - https://gfycat.com/appropriateadmiredgrosbeak  Dec 13 2019 Added info about Bone Naming Conventions - https://docs.blender.org/manual/en/latest/animation/armatures/bones/editing/naming.html Updated [SECTION 8] Rigging a Face - Added demo for setting up eye bone - https://gfycat.com/femalepowerlesslamb  Dec 4 2019 Swapped [Section 6] and [Section 7] - Added how to properly select bones in Weight Paint Mode. - Added how to select faces or vertices in Weight Paint Mode.  Nov 26 2019 Added a demo showcasing how to use the metarig to generate a rig, and then apply Automatic Weights. - https://gfycat.com/exhaustedgoodnaturedcuttlefish  Nov 1 2019 Added: View Clipping Region tip - Use View Clipping Region to easily work in difficult areas in a 3D model. - https://gfycat.com/occasionalillinformedeland - [Starts at 04:10] https://www.youtube.com/watch?v=g-iFNaiQHIk - https://docs.blender.org/manual/en/dev/editors/3dview/navigate/regions.html - Blender 2.8 Shortcut: Alt + B Added: more Rigging and Weight Painting Videos  Oct 25 2019 Updated: How to Prepare/Clean the 3D model before Rigging? - added info about Snap to Symmetry Important: If you plan to use Rigify, check this page for the Bone Positioning Guide: - https://wiki.blender.jp/Extensions:2.6/Py/Scripts/Rigging/Rigify According to some reports, Automatic Weights may not work properly for Mesh Objects with dimensions smaller than 1m (1 Meter = 1 Blender Unit)  Sep 4 2019 Minor Update: Blender 2.80 Fundamentals: Vertex Groups - https://www.youtube.com/watch?v=dKZrzG5r13g Blender 2.80 Fundamentals: Bone Layers - https://www.youtube.com/watch?v=MVl7FQw-x6M  Sep 3 2019 Update: Added Fixing Automatic Weights Demo - https://gfycat.com/formalemptyichneumonfly  - https://gfycat.com/mixedjauntyhochstettersfrog  - https://gfycat.com/barrenshamelesskingbird  Aug 30 2019 Update: Added Set Normals from Faces: https://gfycat.com/elegantlastingcrayfish Added new Methods for Assigning Weights - Weight Paint - Vertex Selection Masking: https://gfycat.com/oddaromaticbangeltiger - Weight Paint - Face Selection Masking: https://gfycat.com/wellinformedsomberchihuahua  May 19 2019 Update: Added Transfer Weights demo for Blender 2.7.  May 17 2019 Update: Added Normalize Weights Tip & Troubleshoot for those struggling with weight influence. - Normalize Weights - Tip: https://www.youtube.com/watch?v=v6_m3xFSlIU - Normalize Weights - Troubleshoot: https://www.youtube.com/watch?v=_y8mOQBOHxA I'm still researching this topic, let me know if anything is still unclear.  Mar 28 2019 Update: Added an easier alternative to rigging: Shape Keys - Shape Keys are also known as Flexes or Morph Targets.  Mar 9 2019 Minor Update: Added another example of Non-Manifold/Loose Geometry that may cause rigging failure" - https://gfycat.com/ecstaticnegativedachshund Make sure those overlapping vertices (double vertices) are merged together: Remove Doubles  Mar 8 2019 Update: Added resources for Rigging a Face. Added another example of Non-Manifolds for cleaning your mesh. [Important] - https://i.imgur.com/By31B6h.gif  Mar 1 2019 Minor Update: Added tip about Lock Object Modes. - You can disable Lock Object Modes in Blender 2.8, if you want weight paint workflow similar to Blender 2.7. - https://i.imgur.com/FBdpPoR.png  Feb 21 2019 Update: Added Demonstration for Armature Deform with Empty Groups  Feb 15 2019 Update: Added links to free models for rigging practice. Added little examples for overlapping and interior mesh. PSA: Please don't throw away any of these valuable texture maps. - https://i.imgur.com/pCxrBBn.jpg They are extremely helpful!  Feb 14 2019 Update: Added details of the different Parenting options and Rigging options - Armature Deform, Empty Groups, Automatic Weights, etc. Added explanation and Demo for Vertex Groups Added explanation and Demo for Assign Automatic from Bones  Feb 13 2019 Update:  Added tip for [Bone Heat Weighting: failed to find solution for one or more bones] - If your character has overlapping armor, clothing, weapons, etc., then try separating them into separate Mesh Objects. - https://gfycat.com/thickwavycormorant            

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Source: https://0curtain0.github.io/blender_rigging.html