Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
that the mesh is either too far from the bones for auto weights to determine what bone to apply to it,
you have mesh on top of mesh (like legs under pants or arms under sleeves) and the auto weight function can't determine what bone to apply to what vertex,
the actual size of your mesh and armature are too small for the calculations to take place or,
as you pointed out the transforms between the mesh and the armature aren't set the same or
you have disconnected bones with too much distance between the heads and tails.
There's quite a list that could cause this.
I did just read that things not connected to the main mesh can cause it, the whiskers are little meshes made with particle system then converted and joined to the body...
EDIT Got it sorted, at some point i must have duplicated my entire mesh on top of itself... merged all by distance and it cleaned up hundreds of verts.... then auto weights worked :)