Hey Dikko, informative as always! Data Transfer is the go-to method for skinning clothes. I've found nearest face interpolated to be the most accurate calculation for transferring weights, though if you're transferring between objects with practically the same shape, it wouldn't matter too much. There's just one huge issue with this process that's often overlooked. When you transfer, each vertex in the mesh is going to be assigned to every single data layer with a non-zero number, be it infinitesimally small. This is going to double your character's file size, and make weight painting a little more of a pain in the butt than usual. There's an easy fix for this. In edit mode, select all, and go to mesh->weights->clean. Make sure it's looking in all layers, and set the cutoff to 0.01. All vertex group influences on any vertex below this number will be set to zero, and you'll have a nice, clean skin.
Hello, I tried your method in version 2.93, but I found that there is no change in the file size before and after cleaning. If you can provide an operation demonstration video, it would be very grateful:D thx a lot
Nearest face interpolation is actually really legit. I was struggling with the weights on clothes (just trying to clean up automatic weights), but copying the weights from the body actually gets me reasonably close. They still clip, but it's a lot less severe than before and they don't bulge and distort nearly as much. I feel like the result is something I can actually work with
Just a heads up peeps, be sure to apply your transfer data modifier (with it above the armature modifier obviously) BEFORE testing it in pose mode. I thought I'd be cleaver and test it before applying it to make sure I had all the settings correct and it likes to do weird things if it's not actaully applied. I rewatched the entire video double checking settings before realizing my mistake was simply not hitting apply. Fantastic tutorial as always, I love how well you explain everything!
Ok, now for those of you who planned to use this as a way to speed the weight painting process to then refine a little the weight paint later, like me, you might have faced this problem : You used the weight paint brush and set it to mirror, but it didn't mirror properly and you're left with one side that is painted the way you want it but the other side is fucked up. Is it Blender heckling up ? No, actually, Blender is doing it's job perfectly. So here's the good news, it's an easy fix, *if* you only worked your weight painted on one side. You'll simply have to edit your voxel remeshed geometry. Cut it properly in half (specifically the side you want to keep), add a mirror modifier, then apply it. Go check and normally, everything should be properly symmetrized.
Hey, really saved me a ton of time and pain with this, I've been looking for a solution like this for hours now. Rarely do I feel so internally grateful for a tutorial. Thanks!
Just wanna tell you that you're a god at what you are doing. i've been skinning weights on maya back in the day and it takes hours and decided to change to blender. This video is a godsend.THANK YOU!
PS nice touch going so far to show how and why,. Not many do that, its makes it very clear what this actually does. Helps understand one how it can be used
I have come to basically understand most of what Blender does but Weight for bones is very stressful as I have a hard time making bones modify the mesh in a beautiful way… more info like this is very useful. Thanks.
I have 2 different rig and I want rig A but I liked rig B skin weight. Is there a way to transfer skin weight from rig B to rig A? It's a similar model.
PLEASE can someone help me, I had to edit my clothes mesh to stop it from deforming, and when i went back to pose mode, the mesh stopped following the rig. So i retransferred the vertex group and it still wont follow the rig....If i parent the clothes to the rig using automatic weights, it works but it doesnt use the transferred vertex weights. I dont know how why the clothes wont follow the rig after data transferring...
First than everything, thanks for all your videos and knowledge you share with us, they are like pure gold. I wanna ask, if you know a way to make a snap ik/fk without python? I been looking for that but I didn't found anything. Greetings from Mexico!
What is the need for filling the mesh? i dont really understand that part. Never seen anyone do that actually. I mean automatic weight basically sort fires from the bones towards the mesh. So what use is capping all open parts closed?
Remeshing only works with solid objects so thats why i filled all the holes. So the way that auto weightpaints work in blender is that they are treated as individual objects relative to the armature, so if you have lots of objects auto weighted, they're gonna behave differently. Having a single, solid object will get you more consistent weight distribution, so by remeshing as a solid object we get a pretty nice base mesh to transfer weights from, to all of our individual pieces.
@@Dikko ah its was for the remesh, makes sense. What if you try it on the merged mesh. Did it have to many polies or so? What the difference will be not doing the remesh part and simply joining the parts then do the auto-weight paint.
@@RomboutVersluijs blender still treats joined objects as seperate meshes and as such still weights them relative to the mesh itself, which is why a solid mesh will now effectively distribute the weights.
How do I copy the Weight paint from a SINGLE bone (from 1 armature), to a single bone in another armature (both meshes are the same, but painted differently).
@@Dikko Thank you. Can you direct me to a video on it or the timestamp? (Sorry if this is the vid, I watched 10 yesterday.) Honestly Modifiers confuse me. Because unless I can pick Armature, then pick specific bones, then I need another method. I watched a 30sec vid that showed: 1. Pose mode > select bone you want to transfer (type bone name in Search list at Top index). 2. Then in Bone tab (green bone icon) > select the text box and copy the bone name (select & copy text). 3. Then in Object mode > find the [vertex group name] bone u want to transfer to. 4. Select it. Double click, control V. 5. (Then rename that to what it should be, I guess.) And this works to paste Paint data, but it is wrong on my model (when the donor model/mesh is the exact same), like it is 100 times the size. Does Vertex Paint get its scale from the Mesh or from the Armature? (Maybe I imported model 1 at 0.1, and model 2 at 1? - yet they look the same size in Blender.) So do we need to Apply transform to Mesh or Armature [of the donor and the receiver], before pasting Vertex Paint?? (I tried that, but it still appeared wrong.)
i didn't understand this part.... why'd u separate body parts ?? i rigged on the single mesh character and it's working good... is there any benefit to go with this method ? please tell me
Hey Dikko, informative as always! Data Transfer is the go-to method for skinning clothes. I've found nearest face interpolated to be the most accurate calculation for transferring weights, though if you're transferring between objects with practically the same shape, it wouldn't matter too much. There's just one huge issue with this process that's often overlooked. When you transfer, each vertex in the mesh is going to be assigned to every single data layer with a non-zero number, be it infinitesimally small. This is going to double your character's file size, and make weight painting a little more of a pain in the butt than usual. There's an easy fix for this. In edit mode, select all, and go to mesh->weights->clean. Make sure it's looking in all layers, and set the cutoff to 0.01. All vertex group influences on any vertex below this number will be set to zero, and you'll have a nice, clean skin.
Awesome suggestions! I'll be doing proper weight painting for this guy when the time comes, but for doing rig tests it's great :).
Hello, I tried your method in version 2.93, but I found that there is no change in the file size before and after cleaning. If you can provide an operation demonstration video, it would be very grateful:D thx a lot
Nearest face interpolation is actually really legit. I was struggling with the weights on clothes (just trying to clean up automatic weights), but copying the weights from the body actually gets me reasonably close. They still clip, but it's a lot less severe than before and they don't bulge and distort nearly as much. I feel like the result is something I can actually work with
Just a heads up peeps, be sure to apply your transfer data modifier (with it above the armature modifier obviously) BEFORE testing it in pose mode. I thought I'd be cleaver and test it before applying it to make sure I had all the settings correct and it likes to do weird things if it's not actaully applied. I rewatched the entire video double checking settings before realizing my mistake was simply not hitting apply.
Fantastic tutorial as always, I love how well you explain everything!
Ok, now for those of you who planned to use this as a way to speed the weight painting process to then refine a little the weight paint later, like me, you might have faced this problem :
You used the weight paint brush and set it to mirror, but it didn't mirror properly and you're left with one side that is painted the way you want it but the other side is fucked up.
Is it Blender heckling up ? No, actually, Blender is doing it's job perfectly.
So here's the good news, it's an easy fix, *if* you only worked your weight painted on one side. You'll simply have to edit your voxel remeshed geometry. Cut it properly in half (specifically the side you want to keep), add a mirror modifier, then apply it.
Go check and normally, everything should be properly symmetrized.
The only downside to this is that by deleting half of the mesh, you loose your UV's. That's why rigging comes right after modeling, kids.
Hey, really saved me a ton of time and pain with this, I've been looking for a solution like this for hours now. Rarely do I feel so internally grateful for a tutorial. Thanks!
Just wanna tell you that you're a god at what you are doing. i've been skinning weights on maya back in the day and it takes hours and decided to change to blender. This video is a godsend.THANK YOU!
My pleasure! I actually want to do a top tips on weight painting in Blender video one day
PS nice touch going so far to show how and why,. Not many do that, its makes it very clear what this actually does. Helps understand one how it can be used
Holy crap this method is slick. I don't even get any clipping now. This is rad. Thanks! :)
A big sincere thank you for this. Very clever approach and a life saver.
YOU NASTY.. THIS IS FILTHY. I LOVE IT.. LOL. cheers. I've been watching all your riging videos in your channel all day today. A marathon of DIKKO.
I have come to basically understand most of what Blender does but Weight for bones is very stressful as I have a hard time making bones modify the mesh in a beautiful way… more info like this is very useful. Thanks.
Wow excellent!!! Love your videos
You are a Life saver mate! thanks!
Any suggestions on how to get the fingers and hand to weigh properly after using this method? Been learning so much from your videos, thanks!
Such a vibe!
Incredible, i was looking for an easyer way to weigth paint
Nice to find you Dikko! :)
This shit was amazing. Damn quick and nasty. Always had an issue with this.
genuinely blown away to not get hit with clipping through clothes from initial automatic weights for once
you saved me. thanks !!!
Hey Dikko, how did you get the CTRL_Global.001 bone to move the rest of the rig?
I LOOOVE THIS !! TY SO MUCH!
I have 2 different rig and I want rig A but I liked rig B skin weight. Is there a way to transfer skin weight from rig B to rig A? It's a similar model.
PLEASE can someone help me, I had to edit my clothes mesh to stop it from deforming, and when i went back to pose mode, the mesh stopped following the rig. So i retransferred the vertex group and it still wont follow the rig....If i parent the clothes to the rig using automatic weights, it works but it doesnt use the transferred vertex weights. I dont know how why the clothes wont follow the rig after data transferring...
First than everything, thanks for all your videos and knowledge you share with us, they are like pure gold.
I wanna ask, if you know a way to make a snap ik/fk without python? I been looking for that but I didn't found anything.
Greetings from Mexico!
Thanks Dikko..02:04 control F to fill WHAT ??
i use data transfer all day but i never touch the gen data layer, what is it about?
Lovely.
Thanks.
Super useful, new subscriber here
Thanks for the sub!
What is the need for filling the mesh? i dont really understand that part. Never seen anyone do that actually. I mean automatic weight basically sort fires from the bones towards the mesh. So what use is capping all open parts closed?
Remeshing only works with solid objects so thats why i filled all the holes. So the way that auto weightpaints work in blender is that they are treated as individual objects relative to the armature, so if you have lots of objects auto weighted, they're gonna behave differently. Having a single, solid object will get you more consistent weight distribution, so by remeshing as a solid object we get a pretty nice base mesh to transfer weights from, to all of our individual pieces.
Have you perhaps tested it without filling the mesh?
@@RomboutVersluijs Yeah you get a bad remesh, or it just doesnt work.
@@Dikko ah its was for the remesh, makes sense. What if you try it on the merged mesh. Did it have to many polies or so? What the difference will be not doing the remesh part and simply joining the parts then do the auto-weight paint.
@@RomboutVersluijs blender still treats joined objects as seperate meshes and as such still weights them relative to the mesh itself, which is why a solid mesh will now effectively distribute the weights.
Cool
How do I copy the Weight paint from a SINGLE bone (from 1 armature), to a single bone in another armature (both meshes are the same, but painted differently).
Vertex weight proximity modifier might be the answer?
@@Dikko Thank you. Can you direct me to a video on it or the timestamp? (Sorry if this is the vid, I watched 10 yesterday.)
Honestly Modifiers confuse me. Because unless I can pick Armature, then pick specific bones, then I need another method.
I watched a 30sec vid that showed:
1. Pose mode > select bone you want to transfer (type bone name in Search list at Top index).
2. Then in Bone tab (green bone icon) > select the text box and copy the bone name (select & copy text).
3. Then in Object mode > find the [vertex group name] bone u want to transfer to.
4. Select it. Double click, control V.
5. (Then rename that to what it should be, I guess.)
And this works to paste Paint data, but it is wrong on my model (when the donor model/mesh is the exact same), like it is 100 times the size.
Does Vertex Paint get its scale from the Mesh or from the Armature? (Maybe I imported model 1 at 0.1, and model 2 at 1? - yet they look the same size in Blender.)
So do we need to Apply transform to Mesh or Armature [of the donor and the receiver], before pasting Vertex Paint?? (I tried that, but it still appeared wrong.)
i didn't understand this part.... why'd u separate body parts ?? i rigged on the single mesh character and it's working good... is there any benefit to go with this method ? please tell me
Not really it’s just whatever you want :)
@@Dikko It helps because I plan to separate the body parts to make a modular character!
Very usefull, tks Dikko
thank you
"save the file in case it crashes" yup 10 saves for every project and if I screw up haha
Se ve intereante
0:00 Gay everyone Dikko here
That was so dirty mate.
You'll need a shower after this trick :p