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I'm new to blender. Currently working on a small project, the idea is to be able to make poses with a character so I can have good references when painting. I downloaded the model, then manually added the rig. I understand I set the armature as parent of the meshes, and the weights were automatically assigned from bones. But when I tried to move the bones in pose mode, there are some fingers that also deform part of the skin of other fingers. Of course I didn't like that. So I investigated a bit and found out you can manually paint the weights of the vertex groups assigned to each bone so you can have more control on what a bone can deform on move.

Problem is... That is not working at all. I paint the weights in whatever way but the changes aren't being reflected when I get into pose mode. Bones keep deforming the mesh in the exact same way no matter what I do, I don't know if I'm missing something.

For instance:

This is the current applied weight for Bone.009.L vertex group.

This is the current applied weight for Bone.009.L (middle finger's first bone) vertex group.

enter image description here

This is the result in pose mode:

enter image description here

Note that it's peeling part of the next finger, even though it's not being painted.

enter image description here

I can set the weight to 0, erase all, paint in different ways, but that will still happen no matter what I do. Here is how my current hierarchy looks like.

enter image description here

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1 Answer 1

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Vertices can - and will - be assigned to more than one bone. Check the neighbor groups to check what they are influencing. You can also enable auto normalize to make sure weights you paint somewhere are taken from other groups, which will also avoid other issues.

I also highly recommend you to enable your armature's bone names in the properties editor > armature tab > viewport Display, so that you can see them in the viewport and know which vertex groups correspond to which bone.

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