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After character export from Unreal Engine, I have one merged mesh with vertex groups (terrible export, had to add 110 to Z coord of every static mesh). The body has the weights I need, but armor doesn't. Body has weights, armor doesn't

Do I really have to paint all these 100500 vertex groups manually? If I don't use "limit selection to visible", I will paint something I wouldn't like to. Paint not visible enabled

If I do, I won't paint the inner part of the armor and there will be ugly tentacles. And if the body has "green" weight, I won't be able to paint armor correctly.

It would be great if it understood what's armor and assigned correct weights to it. Or at least can't I select the area and assign weight to it?

Blend file: https://files.fm/u/zaefgsjz

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Enter edit mode, select one vertex of the armor, shift select a vertex of the other piece of the armor, Ctrl L to select all linked vertices, in the vertex group tab click assign with a weight of 1.0.

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Another workflow: select a vertex from the body, Ctrl L to select all linked, H to hide the body, switch to weight paint mode and do all the paints you need (Face selection mode must be on, with all the vertices selected), Alt H to make the body reappear.

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  • $\begingroup$ Thanks a lot. I used the 1st way and had to subtract some dark strange copies of the plates (the inner parts?). This process is manual and cannot be done automatically, even if I have a separate armor plate object? $\endgroup$ Commented Oct 29, 2018 at 17:55
  • $\begingroup$ You can try Automatic Weights, but it's difficult it will match the body weights, and probably you will end up with ugly intersections. In such a complex character it's usual to do some manual weighting for a good deformation. Please accept the answer if it has been useful. $\endgroup$ Commented Oct 29, 2018 at 17:59

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