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I am attempting to weight paint a rig whose mesh is made of many loose parts. (I am attempting to import it into a game, and for whatever reason, separating the mesh and parenting the individual loose parts to individual bones doesn't seem to work once I leave blender.)

I would like to be able to weight paint in such a way that the brush falloff only affects the given loose part I am currently painting, without affecting any other loose parts. (that is, I want brush falloff to be limited to the contiguous mesh I am working on.)

Is there a means to do such a thing? I know that what I am asking is possible in Maya, so I assume it should also be possible in blender.

Note that I am not attempting to do anything with automatic weights; I am trying to do this manually.

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  • $\begingroup$ How about separate by loose parts ('p'->parts in edit mode) then rejoin when done weight painting? Any reason that won't work for you? $\endgroup$
    – Nathan
    Dec 23, 2021 at 16:16
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    $\begingroup$ How about masking? $\endgroup$
    – Bruno
    Dec 23, 2021 at 16:28
  • $\begingroup$ @Nathan last time I tried that, joining the mesh back up undid all of the weight painting. $\endgroup$
    – Globin347
    Dec 23, 2021 at 16:52
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    $\begingroup$ @Bruno Masking seems to be a viable solution. I will continue investigating this. $\endgroup$
    – Globin347
    Dec 23, 2021 at 16:57
  • $\begingroup$ @Globin347 It shouldn't. Parent with empty groups first before joining, and join to one of the original objects. $\endgroup$
    – Nathan
    Dec 23, 2021 at 17:19

1 Answer 1

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Well, It seems masking works. By going into edit mode and selecting one of the loose parts (click on it, select -> linked -> linked), and then going into weight paint mode, I can restrict the selection to just this one object. It's clunkier than Maya's solution, but It works sufficiently well.

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