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All good in Rest.

Bad Automatic Weights clearly visible.

First of all, I am aware of the issue here, which is that the Automatic Weights couldn't really figure out how to handle the object, that has separate meshes (shoelaces and its rings).

My question:

Is there a quick and easy solution for this, or I am doomed to paint it by hand?

My problem with hand painting is that I'm the wrong kind of precise, who either makes it full red or full blue, which isn't really good, yet it takes ages. That's why I'm looking for a 2-click, automatic solution or something like that.

I tried Boolean Union to merge them into one mesh, but let's just say I wasn't satisfied with the results and it looked even worse in pose mode.

Possible solution, that I don't know how to do:

Is it possible to have the boots follow a simple dummy mesh, that is parented to the armature instead of the boots?

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    $\begingroup$ You should be able to fix that in Weight Paint mode, but as you suggest with your "dummy mesh" you could use a trick like Mesh Deform modifier, as I explain here: blender.stackexchange.com/questions/120954/… $\endgroup$ – moonboots Dec 30 '20 at 7:55
  • $\begingroup$ The dummy method worked like a charm. Thank you! $\endgroup$ – 505Legion Dec 31 '20 at 15:02
  • $\begingroup$ I would make a quick (manifold) cage for the model, autoweight that, and then data transfer weights onto my boots. $\endgroup$ – Nathan Jan 1 at 5:24

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