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Nov 6, 2015 at 12:18 comment added sixones If your wanting to do automatic weighting, make sure you parent the rig and model before you start manually editing the vertex groups, then modify the groups that automatic weighting creates.
Aug 30, 2014 at 10:24 comment added Tak how to map or connect these vertex groups with the bones in the armature? and when I do ctrl+p (automatic weighting it creates different vertex groups with different names)
Aug 28, 2014 at 8:38 vote accept Tak
Aug 28, 2014 at 8:30 comment added stacker I used box select in vertex mode, by inversion you can get sure that none of the previously selected vertices is still selected. When in solid mode make sure that you switched the limit to visible option off. Think of sets when you deselect VGs.
Aug 28, 2014 at 7:32 comment added Tak Thanks for your answer. But how to avoid missing vertices and also avoid selecting same vertex to be in two different Vgroups? like in your answer for example, after I selected the forearm.L, and moving to the lowerarm.L how did you precisely selected the vertices of the lowerarm.L without missing any empty vertices and also without duplicating a vertex in two vgroups?
Aug 28, 2014 at 7:27 history edited stacker CC BY-SA 3.0
added 1482 characters in body
Aug 28, 2014 at 7:21 history answered stacker CC BY-SA 3.0