I have several objects that all make up one big person. I want to rig this person but I can't because whenever I add a vertex group to weight paint, it only adds it to one of the objects. I don't understand how I'm supposed to rig several objects as one body (without merging it as one object, which I cannot do.)

Am I doing something wrong?? People act like weight painting is really simple but they always do it on one big mesh.

Edit: Also how do I attach a vertex group to a bone.

  • $\begingroup$ one direction you could take: select the several objects and do an Object: Join. Then all of the object vertices/faces/etc are of a single object and can be edited as subparts of the whole. also you should instead edit your original question to add your "Also how do I attach a .." afterthought $\endgroup$
    – james_t
    Mar 16 '21 at 22:56
  • $\begingroup$ Oh ok, thank you. And the issue with that is that I have several different UV maps I'm using for each object, so I don't think I can merge everything without those being lost. I'll try it though. (EDIT: Thank you so much that seems to be working) $\endgroup$
    – Mary
    Mar 16 '21 at 23:00

your question for "how do I attach a vertex group to a bone" is answered by how-to-assign-vertex-group-to-single-bone, although you can assign to more than one group in succession, I believe (and then perhaps need to adjust weights if >1 group). Here I took a sphere and parented it (Armature Envelope weights), which generally would parent it mostly to the right arm and spine area. I then put the sphere in edit mode, selected some vertices , created and assigned to a new "group1" (just I could select them later if needed), but ALSO assigned them to the automatically created group "hand.L" (left hand). As you can see when I posed the Armature to swing the Left arm upwards, my selected vertices of the sphere tracked with the left hand position. Here's my blend example:

enter image description here


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