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If I have a model, for instance UV unwrapped, how can I from a texture assign a vertex group. White = assign vertex, black = don't assign vertex, values in between = halfway assigned vertex based on color intensity. A grayscale image would probably be used.

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You can try the Vertex Weight Edit modifier. For example, I can input the following texture as a Texture Mask to the modifier:

texture

... that will then use its value, to control how the modifier assigns weight to each vertex. Tweak at least the Default Weight, threshold settings and fallof type to get the result you need:

modifier

Though not instantly updated if we edit the image, the result shows up immediately, and is usable by modifiers further down the stack:

weight

Default Weight and Add Threshold should be of that weight which you'd like to have as the end result, Add Threshold should be slightly less.

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  • $\begingroup$ If you wonder why I hesitate to accept this answer, I can't get it to work for me. Will try more later. $\endgroup$ – Gunslinger Oct 17 '13 at 6:06
  • $\begingroup$ Check it through weight paint mode, maybe the modifier settings, or its position within the modifier stack (should be above whatever other modifier is using it). $\endgroup$ – Adhi Oct 17 '13 at 14:24
  • $\begingroup$ @Gunslinger , did this ever work for you? Thanks. $\endgroup$ – atomicbezierslinger Dec 18 '15 at 17:36
  • $\begingroup$ No, I think I did it another way. I don't remember anymore. $\endgroup$ – Gunslinger Dec 19 '15 at 12:36
  • $\begingroup$ @Adhi Could you please upload a .blend file with your solution. I can't reproduce it. $\endgroup$ – vvoovv Dec 10 '16 at 23:52

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