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enter image description herei made an armature by skin modifier -> create armature.

Can i somehow see and change the vertex weights of the created vertex groups?

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Yeah, this is a problem. Most operations of weight paint won't even work if we try to weight paint a mesh that has no faces. If we take a vert string and try to do a weight paint gradient, we won't even get an operator box, much less any change in weights. And that's ignoring the fact that even if we could change the weights, we couldn't see how we changed them.

I haven't found a good solution to this, so here's the best (not very good) solution that I've found instead:

Add some faces to your string and use a mask modifier to get rid of them before the skin. Once we have any faces whatsoever, even if they're being masked away, we can paint weights. We still can't see them, not while the mask modifier is active, but we can paint them.

If we need to see our weights, we can disable the mask modifier temporarily. This is far from ideal, but it's what I've got.

enter image description here

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  • $\begingroup$ love that work around!! +1 $\endgroup$
    – Chris
    May 22 at 14:19
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The modifier Skin creates an Armature from the edges of a mesh and additionally creates a vertex group for each bone.

You can see and edit the weight of those automatically created vertex groups when you switch the object interaction mode from Object Mode to Weight Paint in the upper left corner of the 3D Viewport.

If you then select a Vertex Group in the Properties under Object Data Properties, the corresponding weight is displayed and you can repaint it.

enter image description here

EDIT: If you want to draw directly on the mesh that the modifier skin has created (for example, if you used only vertices as a starting point), then you would have to apply the modifier first:

enter image description here

Alternative solution:

Another way to influence the weights without applying the modifier Skin is to simply use the Bone Envelopes instead of Vertex Groups.

enter image description here

For this you would only have to change the value Bind To in the modifier of the Armature to Bone Envelopes.

enter image description here

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  • $\begingroup$ Ähm….if I go to weight paint, I just see the edges….without weight paint. I know how to see „normal“ weight paint and I don’t see a skin modifier in your example. I just use a vertex, extrudes that, then added skin modifier and pressed create armature. i added a gif so can can see what i see/made ;) $\endgroup$
    – Chris
    May 22 at 10:44
  • $\begingroup$ Um... yes, that's right, with your screenshot it is all a bit better understandable ;-) $\endgroup$ May 22 at 11:01
  • $\begingroup$ Ok, that’s sad. Hoped for another possibility. $\endgroup$
    – Chris
    May 22 at 11:08

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