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  • Weights could not be computed

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That might actually be useful information, thanks!

I've seen what goes on under the hood when it calculates weights, it's really scary stuff.

There you go, didn't need to try even, so almost the simplest possible example will show it. WeightTest.zip

Have fun with the math 🙂

Thank you, this might help.

11 jours plus tard
23 jours plus tard

Hi, I believe I have found, somewhat of a work around to this bug.

If you get said error, all you need to do is manipulate the roatation/position of the bone and select the mesh and hit "auto" button.

I find the easiest way to do this is as follows:
1)create an IK between for the bones that the mesh should be weighted to (hopefully there is only two)
2)jump into to animation (this way you don't need to loose your set up pose)
3)position the IK so there is a bend at the joint
4) hit "auto" button with the mesh selected


It seems, atleast for me, to be caused by not selecting the weight tool (duh!). Seems logical right? however you don't have to be in the weight tool to manually edit the verts weights... which may be a bug itself

10 jours plus tard

Selecting the Weight tool worked pretty reliably for me.

Apart from that, no amount of messing with the mesh vertices and bones or re-doing things helped at all.

Hi there, I facing the same issue in about 90% of the times that I try to calculate automatic weights.
Honestly it is always a positive surprise if the calcualtion actually takes place... ;-)

As I am working intensely with spine right now this happens a lot of times per day.
My usual workaround is to manually weight the vertices roughly and then use the smoothing function.
Works very well for me in most cases.

Apart from that I want to point out that we are very happy with spine and the workflow in conjunction with photoshop!
Thank you guys and keep going!

6 jours plus tard

Fixed in 2.1.09, available now!

Note that weights can't be computed when bones intersect or when a bone is completely outside of the mesh. I've updated the message to make this clear.

What does it mean for bones to "intersect" in this context? Is that when two bones have the same position?
('cause it doesn't seem to mean "intersect" in the geometry line or ray sense)

Auto weights uses the length of the bones. If two bones cross, auto weights can't work.

Nate a écrit

Auto weights uses the length of the bones. If two bones cross, auto weights can't work.

wooo, this fix will make the artists happy 🙂

can you put the start of a bone at the end of another one, (end of a bone inside the start of next bone's circle)

Yes, it handles a bone starting at the start or end of another bone. It's just that when the bones intersect elsewhere, how could it compute the weights? It uses the bone position and length to determine how much of the mesh the bone should influence. If a bone is intersected by another bone, it doesn't make sense for a bone to influence the mesh on both sides of the other bone. It should usually be easy to avoid intersecting bones, or to weight them manually.

Good job guys! You made my day (and also some future ones I would guess)!
Works fine... :yes: 😃

Great, thanks for verifying!

un mois plus tard

Has there been some regression regarding this? I just tinkered with some pretty small shape and Spine refuses to calculate the weights automatically even with just two bones. They are not overlapping or anything. It also once showed the intersection notification twice and once it showed the old "can not be calculated" notification, so I am suspecting the feature has regressed in the recent patches.

Yeah something is definitely up with it. I sent Nate a project a couple of days ago with a similar bug as what you are talking about. In other words, it's being looked into! 🙂

25 jours plus tard

I also experience this error and I just sent a project where it occurs to the suggested email.


The7DeadlyVenomz a écrit

By the way ... sometimes you can get around this in another way. By unmaking the mesh (unchecking the mesh option), and then redoing it, the process for some reason seems to be completely reset, and the weights can be computed. It's all hinky and happenstance, though. So this is just a work around until the developers work out the kinks in the weighting algorithms.

I want to confirm that this trick so far works for me.


Something else I notice is that weight deformation gives me these black ( top side ) and white ( bottom side ) streched strokes.
It is no issue for small sprites but if we want to zoom in they will be viewable.

What causes these? I didn`t notice something similar in the raptor tail example project or the growing vine.

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Sorry this has between a problem for so long. I should have a fix soon.

The black blurry parts are likely caused by pixels in the mesh image being right on the edge. Try having a 1or 2 pixel transparent border.

un mois plus tard

Has this been completely fixed now, Nate? I encountered it for the first time today with a fairly basic mesh for a leg with 4 bones.

2 mois plus tard

Hello,

First I received a message" weights could not be computed" when tried to use it for my mesh, after that I putted IK Constraints than again used automatic weights and it worked once , though can`t get an idea how IK Constraints are matter.
Is this problem going to be solved , any updates?

Thanks.