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Weight painting is killing me

33,162 views • 3 months ago •via X (Twitter)

18 Comments

SlightlyPurplish🔞's profile picture
SlightlyPurplish🔞3 months ago

Lowkey, I’d recommend just having the blinks be shape keys instead of having the eyelids weight painted and rigged, then you could have the shapekey be controlled by a bone with drivers

Wisgarus | Open For Work's profile picture
Wisgarus | Open For Work3 months ago

@purplthenurpl But if I do that wont the bones be left behind in their original position when the shape key is activated? Would I still be able to move the eyelid with the eye closed via shape key?

SlightlyPurplish🔞's profile picture
SlightlyPurplish🔞3 months ago

Could you elaborate a bit more? I'm a bit slow

Wisgarus | Open For Work's profile picture
Wisgarus | Open For Work3 months ago

@purplthenurpl Like, with this set up, I can use the blink controller (which uses an NLR blink action), to make it go into a blink, then use drag the deformation bones to adjust the shape of the blink if I need to. Would I still be able to do that with shape keys?

SlightlyPurplish🔞's profile picture
SlightlyPurplish🔞3 months ago

Maybe? I never use deformation bones when It comes to blink shape keys, though at the same time I'm not sure why you would need those when the shape key itself is doing all the work for you

Wisgarus | Open For Work's profile picture
Wisgarus | Open For Work3 months ago

@purplthenurpl Yeah but especially with the happy closed eyes one may need freedom of movement to make sure they aren't too static or can vary depending on specific emotions or eyebrow movements. I'm setting up the shape keys for the eyes as I speak so I can test it

SlightlyPurplish🔞's profile picture
SlightlyPurplish🔞3 months ago

Now see for something like that you can also have those be shape keys and hook drivers up to those too

Wisgarus | Open For Work's profile picture
Wisgarus | Open For Work3 months ago

@purplthenurpl I mean I'm making this for animation and I want as much freedom as possible. I don't want even further restraint in what expressions my character can do

Sticky TSF's profile picture
Sticky TSF3 months ago

god this is exactly why i just focus on shape keys, though i wonder if i should finally take a crack at eyelid rigging….

MikyDrawss's profile picture
MikyDrawss3 months ago

welcome to my world of pain and sufferring. enjoy your stay! seriously tho, it's okay. Weight painting is the most difficult thing you can learn in 3d, it's bound to look messy the first 3-4 times. the more you practice the less ugly the result will be.

🔞Bloody Nosed Bystander (SIRO) 🔞's profile picture
🔞Bloody Nosed Bystander (SIRO) 🔞3 months ago

Is...is this what im gonna suffer when i make a more complex facial rig. ....fuck

Wisgarus | Open For Work's profile picture
Wisgarus | Open For Work3 months ago

Not necessarily. Big issue in my case is I have almost no experience either modelling or weighting so there is a lot subtle mesh issues that compound to make it look bad or harder ti weight paint. Not to mention the eye being HUGE

Plush idiot's profile picture
Plush idiot3 months ago

shape keys.

Dom's profile picture
Dom3 months ago

How did you make the eyes not perfectly spherical

Wisgarus | Open For Work's profile picture
Wisgarus | Open For Work3 months ago

Theres probably a way to do it like thar so the pupils are actually part of the eyeball (I tried but failed) so instead the pupil is a separate mesh shrinkwrapped on the eyeball

Dom's profile picture
Dom3 months ago

oh, thats actually what im trying for the eyelids, and pupils later i just hope when i start rigging, and port it elsehwere, it doesnt mess up my biggest fear i think your model is very accurate and you deserve a follow

saint wes's profile picture
saint wes3 months ago

I think everyone hates it, good luck to you and make sure to take breaks 🙏 (PS currently in the same boat)

عابد shafqat's profile picture
عابد shafqat3 months ago

When you enter our of intermediate stage every thing in blender kills. Here comes a wall,needs only head,s strikes.Stay consistent...

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