Delete the duplicate armature and delete the extra, now untargeted armature modifier on the mesh object.Re-parent the mesh object to the original armature with armature deform or empty groups. ![]() Parent the mesh object to your duplicate with automatic weights.Delete all bones but those you want to affect the mesh (keep your 3 arm bones, delete all others.) Easiest is to just delete all of them you don't want any populated vertex groups with the same names as deforming bones. Clean up the vertex groups on the object mesh.Understanding that, we can parent the mesh object to a subset of an armature: If parenting with automatic weights, it fills those vertex groups from 3 with values determined by the automatic weights algorithm.All of these are supported in DragonBonesPro as well. If parenting with empty groups or automatic weights, it creates a vertex group for every deforming bone in the armature, with the same name (any groups that already exist are unaffected) The runtime currently supports basic skeletal animation, changing colors during animations, free form deformation, all with tweening (linear or cubic bezier), changing slot draw order or textures during an animation and events.It creates an armature modifier on the mesh object, targeting the selected armature.It parents the mesh object to the armature object, just like any other parenting.This is a good overview of what weight painting is and how to do it.Blender does 4 things when you armature parent something: Leg bones were affecting mesh on the opposite side, torso bones had weight up in your arms, etc. It has many advance feature like mesh deform animation in other bo. You should add a picture of the defective area in weight paint mode. ![]() You can also look at the display to see how many groups are affecting a vertex. The reason your mesh was deforming so terribly was because your weights were spread out over the whole mesh, not localized to the area with the respective bone. I just found that DragonBones, an open source animation tool, has become more powerful today. You go into weight paint mode and click on each vertex group to see if a vertex group lights up the defective area. You will certainly need to fine-tune your weights after. This will remove any old weight data on the mesh so you can start clean and fresh. You already have certain bones set up to deform and not deform, which is good.įirst you need to delete your vertex groups on the mesh. If it looks dark, the normals are facing inward and need to be reversed. Now, all these vertices wont be moved by these bones anymore, but they are still part of the vertex groups that were created when parenting, so your mesh wont work fine yet. Disable the option if the mesh looks really light, the normals are facing the right way. Before parenting you need to disable the Deform option for all the IKs Target or Pole Target bones (i.e. You can do this in the mesh data tab, where you find your vertex groups. ![]() A good way to visualize the normals of a mesh is to turn off double-sided lighting. Bend and deform images with mesh skinning/weights, adjust timing with the dopesheet, visualize motion with ghosting, pose your characters with inverse kinematics, create pseudo 3D effects, and much more. Go into edit mode, select all of your mesh, press ctrl-n. Spine provides numerous tools to shape and refine your 2D animations. First, your normals are inside out, which will give you some problems if you try to skin (or anything else, really).
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