Automatically weights generation missing bones in rig #46664
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Windows 7 x64 service pack 1
NVIDIA GeForce 540M
Bug found in 2.76
Not sure what previous version this worked in
When using Ctrl+P > Bones with Automatic weights some bones do not have a vertex group created and weights assigned.
Symptoms:
Open attached .blend file
Select one the the "right" eyebrows (i.e. screen left when in front view)) in pose mode; grab and the mug will deform
Select one the the "left" eyebrows (i.e. screen right when in front view) in pose mode; grab and the mug will not deform
Check the MUG object vertex groups and although there is a CTR DEF foot.r and CTR DEF foot.l vertex groups; there is no CTR DEF arm.l or CTR DEF eyebrow.l.nnn vertex groups and therefore no deform.
Clear all vertex groups on MUG
Unparent MUG from MUG RIG
Select MUG; Select MUG RIG
Ctrl+P > Armature Deform > With Automatic weights
Try moving CTR DEF arm.l or any of the eyebrow.l and there is no movement
Select MUG
Go to Properties editor > Vertex context
Vertex Groups for CTR DEF foot.l and CTR DEF foot.r have been created and given weights
Vertex groups for CTR DEF arm.l and the left eyebrows have not been created and given weights
It does not seem to make a difference if Pose Tools > Make parent > X mirror is selected or not.
The ".r" bones for arm and eyebrows were created automatically via the X-Mirror in edit mode option. I'm pretty sure I created the foot.l and foot.r separately.
test rig.blend
Changed status to: 'Open'
Added subscriber: @AndrewButtery
Added subscriber: @Blendify
Added subscriber: @mont29
Changed status from 'Open' to: 'Archived'
Thanks for the report, but no bug here, somehow you manage to disable the 'Deform' option (in related panel header) of your left bones, so they cannot be used as deformers, and are ignored when creating vgroups…
Changed status from 'Archived' to: 'Open'
Hi Bastien,
OK - this makes sense as now I remember that I have been testing the Deform option to see if I could drive it. The left eyebrow were the copies of the Arm.l when when deform was turned off. So that is the cause.
However, when the X-mirror created the Right bones the Deform option was turned on again. So the X-Mirror is inconsistent - in that it picked up some aspects of the bones - everything from the Relations Panel and Display panel but not the Deform panel.
So I humbly suggest that it is still a bug, albeit a small one because of the inconsistent nature of the mirrored bone creation.
Thanks.
Changed status from 'Open' to: 'Archived'
Please do not reopen tasks yourself.
Also, this is a totally different issue, which requires a new report with usual precise description of issue, steps to reproduce it, and .blend file to help. Let’s keep one issue per report, much easier to manage. :)
BTW, X-Mirror is only for 'physical' properties like position, size, etc., things editable directly in the 3DView, afaik. It’s a 3DView editing option, it does not take into account all properties of bones… So still do not think there is any bug here.