Bones armature make wrong deformation on topology #95821

Closed
opened 2022-02-16 22:53:12 +01:00 by Donovane · 9 comments

System Information
Operating system: MAC OS MONTEREY
Graphics card: INTEL UHD 500

Blender Version
Broken: (example: 3.1 BETA
Worked: NONE

Short description of error
When you put an armature on a plane he was subdivised in all direction (X / Y AND X / Y / Z) The bone "Pinch" the topology and he make some "waves" when the bone are on the mesh. And the weigh painting don't change anything.
Capture d’écran 2022-02-16 à 22.17.22.png

Capture d’écran 2022-02-16 à 22.17.11.png

Capture d’écran 2022-02-16 à 22.07.30.png

Exact steps for others to reproduce the error

  • Create a plane
  • Go edit mode and subvisied 3 or 4 times
  • Create an armature on this
  • Affect the bone weight group on the mesh with the bones
  • Go pose mode and try to rotate the bone at border closely mesh

And you have a bone he are stuck in2 edge and he make this "WAVES" and the topology was broken
only the right way for he work is just subdivid only in one axe... X OR Y ... Nothing work on the rest

**System Information** Operating system: MAC OS MONTEREY Graphics card: INTEL UHD 500 **Blender Version** Broken: (example: 3.1 BETA Worked: NONE **Short description of error** When you put an armature on a plane he was subdivised in all direction (X / Y AND X / Y / Z) The bone "Pinch" the topology and he make some "waves" when the bone are on the mesh. And the weigh painting don't change anything. ![Capture d’écran 2022-02-16 à 22.17.22.png](https://archive.blender.org/developer/F12870380/Capture_d_e_cran_2022-02-16_a__22.17.22.png) ![Capture d’écran 2022-02-16 à 22.17.11.png](https://archive.blender.org/developer/F12870379/Capture_d_e_cran_2022-02-16_a__22.17.11.png) ![Capture d’écran 2022-02-16 à 22.07.30.png](https://archive.blender.org/developer/F12870378/Capture_d_e_cran_2022-02-16_a__22.07.30.png) **Exact steps for others to reproduce the error** - Create a plane - Go edit mode and subvisied 3 or 4 times - Create an armature on this - Affect the bone weight group on the mesh with the bones - Go pose mode and try to rotate the bone at border closely mesh And you have a bone he are stuck in2 edge and he make this "WAVES" and the topology was broken only the right way for he work is just subdivid only in one axe... X OR Y ... Nothing work on the rest
Author

Added subscriber: @dodo-2

Added subscriber: @dodo-2
Author

File : Bones problem.blend

And as you can see is like the bone are stuck between 2 edge, and he can't calculate the reste of the value of the mesh for have a correct deformation uniformely.
The weight painting change nothing :/
Capture d’écran 2022-02-16 à 22.57.46.png

Capture d’écran 2022-02-16 à 22.57.53.png

File : [Bones problem.blend](https://archive.blender.org/developer/F12870388/Bones_problem.blend) And as you can see is like the bone are stuck between 2 edge, and he can't calculate the reste of the value of the mesh for have a correct deformation uniformely. The weight painting change nothing :/ ![Capture d’écran 2022-02-16 à 22.57.46.png](https://archive.blender.org/developer/F12870390/Capture_d_e_cran_2022-02-16_a__22.57.46.png) ![Capture d’écran 2022-02-16 à 22.57.53.png](https://archive.blender.org/developer/F12870389/Capture_d_e_cran_2022-02-16_a__22.57.53.png)
Ray molenkamp changed title from BONES ARMATURE MAKE WRONG DEFORMATION ON TOPOLOGY to Bones armature make wrong deformation on topology 2022-02-16 23:00:28 +01:00
Member

Added subscriber: @LazyDodo

Added subscriber: @LazyDodo
Member

Please go easy on the caps in your ticket titles.

Please go easy on the caps in your ticket titles.
Author

Yes sorry i don't seen my num lock was activated

Yes sorry i don't seen my num lock was activated
Author

First i try with the classic method and i have these "Pinch", And after i try with the manually assign and he fully work when your assign the weight manually...
Enregistrement de l’écran 2022-02-16 à 23.07.49.mov

But not work when you pass by the weight painting Board

is really broken !

First i try with the classic method and i have these "Pinch", And after i try with the manually assign and he fully work when your assign the weight manually... [Enregistrement de l’écran 2022-02-16 à 23.07.49.mov](https://archive.blender.org/developer/F12870400/Enregistrement_de_l_e_cran_2022-02-16_a__23.07.49.mov) But not work when you pass by the weight painting Board is really broken !
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

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

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

The vertices get weights assigned not only to Bone.003 but also to other bones (this is more or less distance based, so this is expected behavior).
If you then paint a weight of 1.0 to the last loop, it will still be influenced by the other bones.
This is because the weights get normalized internally.

So lets say you have a vert with weight 1.0 assigned to BoneA and weight 0.5 assigned to BoneB, the result would be 66% influence of BoneA and 33% influence of BoneB.

When weightpainting, you can avoid this behavior, or rather enable the normalization while painting with the Auto Normalize option.
This will ensure all weights add up to 1.0 (and not more), so when you paint with 1.0, other weights will be removed.
image.png
https://docs.blender.org/manual/en/dev/sculpt_paint/weight_paint/tool_settings/options.html#bpy-types-toolsettings-use-auto-normalize

This does not look like a bug, will close (but of course feel free to comment again if issues persist).

The vertices get weights assigned not only to `Bone.003` but also to other bones (this is more or less distance based, so this is expected behavior). If you then paint a weight of 1.0 to the last loop, it will still be influenced by the other bones. This is because the weights get normalized internally. So lets say you have a vert with weight 1.0 assigned to BoneA and weight 0.5 assigned to BoneB, the result would be 66% influence of BoneA and 33% influence of BoneB. When weightpainting, you can avoid this behavior, or rather enable the normalization while painting with the `Auto Normalize` option. This will ensure all weights add up to 1.0 (and not more), so when you paint with 1.0, other weights will be removed. ![image.png](https://archive.blender.org/developer/F12870924/image.png) https://docs.blender.org/manual/en/dev/sculpt_paint/weight_paint/tool_settings/options.html#bpy-types-toolsettings-use-auto-normalize This does not look like a bug, will close (but of course feel free to comment again if issues persist).
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Reference: blender/blender#95821
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