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  • Bones affect wrong/unassigned mesh vertices?

For example, let's say that for some reason a character has a body part like a bird beak/mouth that is only one image, and I want to move the upper or lower part independently using a mesh.

I split up the upper and lower half of the mouth with the appropriate vertices, and using weights I assign them to the appropriate bones. For some reason, even though the lower bones have 0% weight effect on the upper mesh vertices, they still affect them, and thus the desired effect can't be achieved. Is there a reason for this, or something I'm missing? I would love an example if possible.

Thank you!

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Are the upper bones children of the lower bones? If so, when you move the lower bones, the upper bones will also move.

Can you post or email a project that shows the problem you are having? If a bone has no weights (0%) for a vertex, it should not affect that vertex at all.

This may also be caused by the triangle structure that connects the vertices. The best course of action would be to separate the upper and lower beak like in the owl example project: Owl example

Seeing the mesh structure with weights, either as a screenshot or as the project, would definitely be useful.

Nate wrote

Are the upper bones children of the lower bones? If so, when you move the lower bones, the upper bones will also move.

Can you post or email a project that shows the problem you are having? If a bone has no weights (0%) for a vertex, it should not affect that vertex at all.

Erika wrote

This may also be caused by the triangle structure that connects the vertices. The best course of action would be to separate the upper and lower beak like in the owl example project: Owl example

Seeing the mesh structure with weights, either as a screenshot or as the project, would definitely be useful.

I looked into it again and it was indeed an issue with the structure. I have modified some vertices and now it works fine. Thank you for your help, and for the example project!