In the execution result of with_automatic_weight, the difference is seen right and left. #32033

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opened 2012-07-07 03:39:46 +02:00 by perfection cat · 7 comments

%%%When Weight is automatically set to Vertex, it is uneven to Weight set right and left.
Mesh used for the confirmation used the one that had united with X axis by Mirror modifier.

It is 2.49b to compare.
The image of the execution result of 2.63.13 and 2.49b is enclosed.

Environment:
windows XP/SP3 32bits
Blender 2.63.13 r48697%%%

%%%When Weight is automatically set to Vertex, it is uneven to Weight set right and left. Mesh used for the confirmation used the one that had united with X axis by Mirror modifier. It is 2.49b to compare. The image of the execution result of 2.63.13 and 2.49b is enclosed. Environment: windows XP/SP3 32bits Blender 2.63.13 r48697%%%
Author

Changed status to: 'Open'

Changed status to: 'Open'

%%%Bastien, you're seems to be familiar with wights and armatures. Could you please have a look on this? Thanks!%%%

%%%Bastien, you're seems to be familiar with wights and armatures. Could you please have a look on this? Thanks!%%%

%%%Hmm… In fact, “automatic” weight (aka bone heat) uses complex math to compute the weights, and this seems to be intrinsically an unstable/fuzzy process (i.e. if you run the operation several times, you won’t get exactly the same results). This is why the symmetry is not respected by default.

You do can get a nice, symmetric weighting with this method (bone heat), but from the Weight Paint mode. Once parented to armature:

  • Select your armature, switch it to Pose mode.
  • Select your mesh, switch it to Weight Paint mode.
  • Now select all your bones (A), open the Weights menu, and select Assign Automatic From Bones.

Now you will have a symmetric weighting, because the WeightPaint editor by default has its X Mirror option enabled. If you disable it, you’ll see you get again uneven weights…

Think I’ll just add the "X mirror" option to the parent operator, and that will do it ;)%%%

%%%Hmm… In fact, “automatic” weight (aka bone heat) uses complex math to compute the weights, and this seems to be intrinsically an unstable/fuzzy process (i.e. if you run the operation several times, you won’t get exactly the same results). This is why the symmetry is not respected by default. You do can get a nice, symmetric weighting with this method (bone heat), but from the Weight Paint mode. Once parented to armature: * Select your armature, switch it to Pose mode. * Select your mesh, switch it to Weight Paint mode. * Now select all your bones (A), open the Weights menu, and select Assign Automatic From Bones. Now you will have a symmetric weighting, because the WeightPaint editor by default has its X Mirror option enabled. If you disable it, you’ll see you get again uneven weights… Think I’ll just add the "X mirror" option to the parent operator, and that will do it ;)%%%

%%%Done in 48941. Thanks for the report.%%%

%%%Done in 48941. Thanks for the report.%%%

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
Author

%%%The result of the confirmation by the following versions is this.

Ver2.63.14 r48988

If the result is slightly different extent every time it executes it, it is possible to understand.
However, isn't the indicator that it is necessary to select any necessary as long as?
%%%

%%%The result of the confirmation by the following versions is this. Ver2.63.14 r48988 If the result is slightly different extent every time it executes it, it is possible to understand. However, isn't the indicator that it is necessary to select any necessary as long as? %%%
Author

%%%The difference seems not to be generated right and left without using the option of added X Mirror.
I think that a phenomenon here is more interesting. %%%

%%%The difference seems not to be generated right and left without using the option of added X Mirror. I think that a phenomenon here is more interesting. %%%
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Reference: blender/blender#32033
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