2 object occupying the same space with the exact same geometry. They both need to be influence by one bone identically. I edited one's paint weight so I want to have the same changes applied to the other.

I was suggested to:
Select the object with the correct weight(source)
Shift select the object that you want to copy weights.
In weight paint hit [ Transfer Weights ]
Opens the Transfer Mesh Data tab.
hit [ Transfer Weights ] again.

I tested it in pose mode but it didn't work they are still different.

Upon additional information
Hit [ Transfer Weights]
For Source Layer destination select: By Name
For Destination Layers Matching select: All layers
For Mix Mode select: Replace

  • $\begingroup$ Well, it should work. Check if the vertex group name is the same to the bone. If it still occurs, it is recommended that you share the blend file here, for much better review. $\endgroup$ – Leon Cheung Jan 28 '16 at 9:48
  • $\begingroup$ Here is the armature and the 2 object that I can't transfer paint weights. filedropper.com/transferweightproblem $\endgroup$ – Eric Huelin Jan 28 '16 at 12:12
  • $\begingroup$ That's mainly because the verts are also weighed by parent bones, which controls different values between the two objects in your case. You can try to transfer weights for every group. $\endgroup$ – Leon Cheung Jan 28 '16 at 14:11
  • $\begingroup$ And, better use Topology mapping method when transfering in such case, or you have to turn off the visibility of both amature modifiers. $\endgroup$ – Leon Cheung Jan 28 '16 at 14:18
  • 2
    $\begingroup$ Haha, take it easy. for batch transfering vgroups between two exactly matched objs, you can always go to Vertex Group panel, in the "▼" menu, find Copy Vertex Group to Selected. That's it, and no data transfer used. $\endgroup$ – Leon Cheung Jan 29 '16 at 2:46

I know this is 4 years old post but I've found a simpler solution with blender 2.82. So what I do is I copy the mesh that has three original vertex groups and arrange in the space where the 2nd mesh is meant to be at. Then rename the 2nd mesh's all vertex groups to different so it can retain its weight paint from original mesh. I used armature human rig default.

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