I have this mesh and armature found in this blend file. What I want to do is to connect the bones with the created vertex groups. And I don't want to use automatic weighting option as this will create different and new vertex groups. I want to use the vertex groups I manually created in the attached blend file. Please if anyone could please advise.


Rename the vertex groups so they have the same name as the bone you want to deform them. Add the armature modifier. Make sure "Vertex Groups" is checked (it is by default) and you are done.

  • $\begingroup$ this is not working I do this but still the armature and the mesh are not connected to each other $\endgroup$
    – Tak
    Sep 8 '14 at 6:18
  • 2
    $\begingroup$ Have you referenced the armature object in the modifier? What about the vertex weights? $\endgroup$
    – CodeManX
    Sep 9 '14 at 7:12

I know this is an old thread, but I just had a similar problem, and I'm sure others will too. My armature just stopped working. Below, is the solution I found (while checking through advice from early comments in this thread, Thanks!). Somehow I had unchecked this box:enter image description here


I'm sure there's a better way (and I usually create the groups after parenting) is to parent the bones with automatic weights, then go into edit mode, select a vertex groups vertices, then go to the corresponding bone and assign those vertices (removing any that were in the bone group previously). Or you could remove the automatic bone groups and rename your own vertex groups Bone, Bone.001, Bone.002, and so on. Or, you could parent the bones with empty groups and then copy from one group to another.

I'm sure there's a setting, however, in the mess of buttons and sliders that changes the bone groups.


Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.