How to fix skinned rig weights problem?

Hello. I’m trying to make good characters for my game. But, as usual, I run into some problems, which I can’t solve myself =(
I did good base mesh of human. But when it went to weight painting, in some situations, rig behave not like I want:
image
What bones affect this part:
image ← Chest bone
image ← Shoulder bone
image ← Upper arm bone

I tried to change some weights, removing from certain bones weight on certain vertex specifically, but this things work well only for 1 case of rotating, while all others are going crazy:
image
image

While I understood that this problems can be from incorrect weighting, I can’t understand how I can fix this issues. Can someone tell me, how I can try to fix them?

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Weight painting joints can be a challenging task, and I understand your struggle with it. However, I eventually realized that the issue didn’t lie solely with the weights but also with my mesh.

In my attempts to achieve the desired effect, I would often rely on the blur tool, but it didn’t always yield the best results. It wasn’t until I delved into learning edgeloops that I began to improve.

I recommend exploring optimal edge loop reduction flows.
Additionally, you should check out this blog post on the subject: Here.

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