
Sure enough, some of the vertices were left behind. The main cause of unnasigned vertices was due to some of the mesh in the head, such as the eyes and teeth. In order to fix these vertices, I went into Weight Paint mode and selected the corresponding vertex group of which I wanted the desires vertices to be assigned to. By selected an intensity of 1.000 and 'painting' over the vertices, I managed to assign them to the bones and stop them from stretching out of position.
No comments:
Post a Comment