Blender 3.6 does not react at all to the auto normalize option, the skin weight softening brush works very poorly. Mirror coloring of the weight of symmetrical bones is turned on extremely rarely, according to a completely incomprehensible logic. It's a shame that such a wonderfully designed software creates such hellish problems in skin weight coloring. After all, this is a fundamental thing.

I looked last night at several options for enabling auto weight normalization (from 2 to 1 units), but I could not extend it to the entire model. The option works only for separately selected vertices.

Please provide instructions to overcome this problem.

Of the nuances that can be said for reference. I have an insect model. The dimensions of the model are 30 meters. When searching for a problem, I met the opinion that the problem is with small-sized models. I used various tricks as a solution: I connected duplicate points by distance, and increased and reduced the rig by 10 times, then removed the parent and rejoined the empty groups. I don't understand what else can be done.

  • $\begingroup$ I don't see a question here. Voting to close on that basis. $\endgroup$
    – Nathan
    Aug 18, 2023 at 14:18
  • $\begingroup$ Sorry, I'm not a native English speaker. Maybe I expressed myself incorrectly. The question is how to enable auto normalization when skinning. I included it in the brush options in the tools. And in the weight options. Normalize or normalize everything. When checking the vertices after these operations, vertices still had 2 units of influence. How can I overcome this problem? $\endgroup$ Aug 18, 2023 at 14:26
  • $\begingroup$ Even then, I'd be voting to close on the basis of not enough information. Autonormalization depends on context (like locked groups, modifiers) and doesn't work with all tools (like gradients.) We may be able to explain how to achieve the specific weights you want, hopefully most easily, given a specific goal; we may be able to answer why Blender gives the output it does, given a * rigorously detailed* procedure and a file to follow along with. Either of those would be valid questions for BSE in my opinion. $\endgroup$
    – Nathan
    Aug 18, 2023 at 14:51
  • $\begingroup$ Auto normalization does not work with normal bone and mesh placement. No modifier other than Armature is involved. With a selected bone, any part of the grid where there is no weight is blue, where there is weight it is red. But in the red area, the influence of other bones is also added and the sum of their influence is 2. The autonormalization option does not react at all in the context of the brush menu. Not to the viewport menu contest where the is weight and going into it there are commands: normalize everything, normalize. $\endgroup$ Aug 18, 2023 at 15:04
  • $\begingroup$ I don't know the local rules for posting links to a file. Just in case, I'll post it in the next post. In YouTube, for example, such messages are erased. disk.yandex.ru/d/VNNJrEp85pgfqw disk.yandex.ru/d/VNNJrEp85pgfqw $\endgroup$ Aug 18, 2023 at 15:05

1 Answer 1


Area of effect

Normalization acts only on vertex groups from a deform bone since they are the only one that need normalization and you might have other groups doing other things you don't want to mess up.

Your Spine bone isn't marked as a Deform bone, so any normalization operation will ignore that bone's vertex group.

enter image description here

All bones are marked as Deform by default, only bones like mechanical or controllers should be unmarked. Make a pass on your rig to check all bones deform states.

When does normalization operate

When painting

The "auto-normalize" is an option of the weight paint brush, the only time it will normalize is when you paint something, and it also needs Multi-paint enabled to be able to impact other vertex groups and not the current painted one:

enter image description here

But again: this will only affect the action of painting.

Normalizing existing weights

To fix weights that are already made:

  1. Make sure all the vertex groups are unlocked:
    enter image description here
  2. If you have any of the face or vertex selection masking enabled, disable them or select all your mesh with A (Blender basically always acts on selection only):
    enter image description here
  3. Optionally select a vertex group you would rather preserve if you have one
  4. Use the menu Weights Normalize to normalize the current vertex group from the other groups. Or Normalize All to normalize all vertex groups:
    enter image description here
  5. If there's no group you want to preserve from normalization, hit F9 to get the last operator options, and disable "Lock Active"
  • $\begingroup$ L0Lock, Thank you so much for such detailed instructions! Civilization rests on people like you. I promise that the time spent on me will not be in vain. Thanks to you, I will make my cartoons in this wonderful Blender program. Can you please tell me what needs to be done to finish the topic? It seems like the last time my issue was resolved, I had to click on some button or checkbox. My English is bad, I use a translator and I'm afraid to seem ungrateful by clicking on the wrong button. As far as I understand a good answer increases the rating of the one who advises. Sincerely. $\endgroup$ Aug 19, 2023 at 1:07
  • $\begingroup$ My answer says it all. $\endgroup$
    – Lauloque
    Aug 19, 2023 at 18:27

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