Blender
Phat Kat 2021 年 4 月 28 日 下午 7:42
Jaw bone control question
The teeth and the gums are two separate models for my rig. I parented the teeth to the gums, and now, when I manipulate the jaw, the teeth move as they should, but the actual gums lag behind. The teeth basically look like they are floating out of my character's gums. Is there a way I can fix it?

I had something similar happen, but I had no idea how to upload a picture. Now I know it is Imgur.com, I can show both of my problems. But I will focus on the one.
最後修改者:Phat Kat; 2021 年 4 月 28 日 下午 7:46
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Stretchyf 2021 年 4 月 30 日 上午 8:23 
Have you tried following your own link?
Phat Kat 2021 年 5 月 2 日 下午 7:55 
引用自 Stretchyf
Have you tried following your own link?
I don't understand what you are asking. May you reword it a bit different?
Maybe you mean creating my own link to it?
Stretchyf 2021 年 5 月 3 日 上午 11:53 
引用自 Phat Kat
I don't understand what you are asking. May you reword it a bit different?
Maybe you mean creating my own link to it?
I mean your link leads to imgur title page and not to a screenshot with your problem. Noone is able to see a screenshot with your problem.

I wanted to see a screenshot - maybe it will clarify a picture. But it looks you either have double transformation for teeth or only partial transformation for gums. And yes, you should be able to fix this.

There are quite a few ways to stuck into an issue like this. Using Armature modifier together with Parenting, when "parent type" is "armature". Using two armature modifiers. Some "magic" with weights.

But if you say that you have teeth attached to gums, then you should check that nothing else affects teeth and makes them to have double transformation. And also check how gums receive their transformation from jaw bone. It should be also parenting, this time to the jaw bone, I suppose. Cuz if you'll have gums deformed via armature modifier, your teeth wouldn't move at all.

I prefer to use armature modifier on every object that is a part of a character. And have every object parented to armature. This makes structure simple and uniform, also you can join and separate meshes at will when character's meshes are organized this way.
最後修改者:Stretchyf; 2021 年 5 月 3 日 下午 1:10
Phat Kat 2021 年 5 月 3 日 下午 8:06 
Ah yes. Of course! Sorry for the misunderstanding.

So to get a clear shot of the gum separating from the teeth, I used weight paint to keep the lips stationary. It may look sloppy, the weight paint, but it is the best I can do at the current moment.

The first one is it's relaxed state. The second link is to demonstrate what I am working with.

https://imgur.com/ka8Q3SB

https://imgur.com/Vtz9wCC
Stretchyf 2021 年 5 月 4 日 上午 2:11 
It is much better with the screenshots.

According to visible jaw bone rotation your character's teeth doesn't have double transformation, maybe they have a even bit lacking transformation - not following jaw bone close enough. Also I see that gums are not moving as a solid, so they have armature modifier and some weight painting is involved.

It is a terrible idea to parent teeth to gums that are not parented to jaw bone but are deformed with armature modifier - teeth will just not move together with gums. And as teeth are actually moving then they, probably, are not parented to gums. Or they are, but you have very tricky idea about which bones are deforming what parts.

As you can see, there is a lot of guessing involved cuz of how many ways are present to do things in Blender.

I advice you to either:
1. if gums and teeth are completely solid (no deformation needed) then parent gum object and teeth object to the jaw bone and remove Armature modifiers from them
2. or (my preferable way) parent gums and teeth to the armature as a whole and add Armature modifier to gums and teeth objects. If they no need any deformation - then just assign all their vertices into jaw-bone vertex group (named the same name as jaw bone) in Editmode with 1.0 weight and make sure no other bones are affecting them.
Phat Kat 2021 年 5 月 5 日 下午 7:25 
That is some good advice. I will ask stupid questions because I have little experience with this program and because I am incredibly scared to ruin my model accidentally. So here is my stupid question:

Because the mouth and the rest of the body are one solid model, Should I separate the meshes before I parent the teeth and the gums?
Stretchyf 2021 年 5 月 7 日 上午 5:45 
So now you have one object that defines all the character geometry? Together with gums and teeth? If it is the case - then it is not necessary to separate anything - you can do your stuff with Armature Modifier and weight painting/assigning weights in editmode.

You obviously can do parenting only between different objects. If you want to parent teeth to the gums - you need to have them as separate objects.

Just make a manual backup copy of your blend-file (just copy and save it under different name) and do some experimenting. If you will break something - you always have your backup file as a starting point.
Phat Kat 2021 年 5 月 11 日 下午 7:55 
So, I have separated the mouth from the body, so now they are separate models. I redid the parent by removing the initial parent and reapplying it to the jaw bone. Now that it is a lot cleaner, I feel this might mean good news. But as far as the body goes, I am unsure, as I have not tested it yet. So for now, just in case other people may be struggling with a similar issue, I will document the process to a limited extent. And yes, I took your advice and it worked!

https://imgur.com/a/AqnPHBE
nbltt 2021 年 5 月 11 日 下午 9:21 
引用自 Phat Kat
So, I have separated the mouth from the body, so now they are separate models. I redid the parent by removing the initial parent and reapplying it to the jaw bone. Now that it is a lot cleaner, I feel this might mean good news. But as far as the body goes, I am unsure, as I have not tested it yet. So for now, just in case other people may be struggling with a similar issue, I will document the process to a limited extent. And yes, I took your advice and it worked!

https://imgur.com/a/AqnPHBE
Thanks this helped me
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張貼日期: 2021 年 4 月 28 日 下午 7:42
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