I am trying to replace a humanoid part for my archer model. The full model is fully rigged and animated. It also has parts, which I am not replacing (clothes, archer bow, arrows, etc.). I merged meshes into a single object, where old and new meshes can be selected with CTRL+L shortcut. The full object looks like in the figure bellow.
However, the new model has no assigned vertex groups and the old model has. The weight paint mode looks like here
I am looking how it would be possible to assign weights from bones only on a new humanoid part and leave bow, arrows and clothes with their original weights. If I use "Weights > Assign Automatic From Bones" I am getting them assigned correctly to the new humanoid model, but it also assigns new weights for all other parts of the object (bow, arrows and clothes)
I was interested if there is a way to go around this, that only a part, which I am trying to replace, could get assigned automatic bone weights?