• Bugs
  • Weights could not be computed

Nate ha scritto

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)

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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 mese dopo

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 giorni dopo

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


The7DeadlyVenomz ha scritto

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 mese dopo

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 mesi dopo

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.

10 mesi dopo

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 mesi dopo

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 mese dopo

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

3 anni dopo

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 anni dopo

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