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rigging a ring problem


headda
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so i made a ring and rigged on the pinky finger to the legacy body male with avastar then when i look at the vertex group it shows me this: https://ibb.co/02F9MjT which is a problem because the avastar didnt took the actual finger bones such as this: https://ibb.co/PwzQMrm so i tried to transfer the vertex group and it didnt work it gives an error: https://ibb.co/XjBpjpq and im so soon to give up doing rings because of this.. i know theres a simple way to do it without paint it manual which would be pain

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It's not unusual for transferring weights to transfer all named groups to the new object, even ones that don't cover or are all 0.0 in that region of the mesh. So the weights could still be correct. You should go to Weight Paint mode on your ring, select all verts, and use Clean under the Weights menu, using the "Deform Bones" or "All Groups" option. Then see if there is still weighting on the ring you don't want.

If there's still a problem, you're probably doing something wrong when transferring weights, like accidentally selecting the wrong things or in the wrong order. It's hard to say for sure.

If you have to fix it by hand, fortunately, it's easier to weight something 100% to one bone and 0% to everything else than it is to do typical rigging. You don't even have to use Weight Paint mode. Edit Mode is quicker.

  1. Select the object. Go to its Vertex Properties tab (3-point triangle, probably isn't green on your Blender version) and find Vertex Groups.
  2. Open the dropdown menu ("v") and delete all groups.
  3. Add a new group. Rename it "mHandPinky1Right".
  4. Switch to Edit Mode. Select all verts and select the mHandPink1Right group. Set the weight in the Vertex Weights panel UI to 1.0 and click the "Assign" button.

 

onegroup.png

Edited by Quarrel Kukulcan
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