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  • Weights could not be computed

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I created a skeleton completely to spec...no overlaps, no extending beyond the boundaries of the mesh, but I still get the "weights could not be computed" error. The only way around it so far is to hand select all the vertices and weight them separately.

Sounds like you got the same issue as me:
Error computing weights

What you need to do is when you press the generate button while you are editing your mesh is watch for any added vertices place around the border.
If you see that the auto generate button has added one, undo your action and add the vertex yourself on the border and press generate again.
Now go back to using the weights and auto weight should now work. Any border generated mesh vertex seems to break the auto weighting.

5 mois plus tard

Hi! Now I am trying to create mesh with bones. After creating dots in mesh I press "Bind" button and then select sequence of bones. then "...calculating..." message appears and sometimes I get "Weights could not be computed because some bones are intersect or outside the mesh" (don't remember exactly) error message. After that I draw new bones that are similar to previous and create new mesh that is also similar to prev. It seems that calculation now is ok but now I see only dots and meshed image is not visible. After that I click some Spine UI elements and application doent't respond. I hade this situation sevaral times so after 1-2 hours I still can't create mesh transformations... My Spine version is 3.4.04

un mois plus tard

This should be fixed in the 3.5 beta, can you please try there?

3 ans plus tard

Having this problem right now. Single mesh that doesn't want to be connected to any bones
"Sorry weight could not be computed". Restarting the soft/PC, updating spine to 3.8.9 doesn't help.
PS: bones does not intersect. And they are ON mesh.

Getting this often in my projects. Always have to re-crop mesh with Edit mesh>New.
Is there any way of fixing that quicker?

Something about the vertices is preventing automatic weights from being computed. Likely if you move the vertices slightly it will resolve the problem. The reason this can happen is due to floating point precision. When a vertex is very close to an edge, it can sometimes be considered on the wrong side of the edge. This can cause Spine to think edges are crossing when it is computing weights, and that causes it to fail.

If it happens every time, you can post or email the project along with instructions on how to see it happen. We'd be happy to take a look! contact@esotericsoftware.com

4 ans plus tard

Sometimes it could be because some bones are outside of the mesh bounds!