Bones armature make wrong deformation on topology #95821
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Reference: blender/blender#95821
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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.
Exact steps for others to reproduce the error
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
Added subscriber: @dodo-2
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 :/
BONES ARMATURE MAKE WRONG DEFORMATION ON TOPOLOGYto Bones armature make wrong deformation on topologyAdded subscriber: @LazyDodo
Please go easy on the caps in your ticket titles.
Yes sorry i don't seen my num lock was activated
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 !
Added subscriber: @lichtwerk
Changed status from 'Needs Triage' to: 'Archived'
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.
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).