How can I mirror my weight painting to the opposed side of my character? I know that there is Mirror function, but it doesn't assign the weight to bones on the opposed side. Can I do it manually?

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  • You find more details one mirror editing here:en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/… – stacker May 15 '14 at 11:17
  • I watched your link, it is about rigging, but I need mirror skinning. I also know that there is X-mirror, but it simply copy my weight to counter side, but to same bone. It looks that Blender don`t have this function. – Cenda May 15 '14 at 12:24
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    It has. You need to follow a naming convention for it to work. Each pair of bones need to have the same name with the suffix .L for the left side and .R for the right side. E.g. UpperArm.L and UpperArm.R. In the weighting Options of the tool panel turn on "X Mirror". You dont need a mirror modifier for it to work. See http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Armatures/Editing/Properties and look for "Naming Conventions" – user2859 May 15 '14 at 17:32
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    many thanks ! it is exactly what I need – Cenda May 16 '14 at 22:30
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    Some will also find useful this answer – hypers Feb 24 '17 at 9:39
up vote 7 down vote accepted

Each pair of bones need to have the same name with the suffix .L for the left side and .R for the right side. E.g. UpperArm.L and UpperArm.R. In the weighting Options of the tool panel turn on "X Mirror".

The mirror modifier takes weights into account:

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In Weight Paint mode you can edit the weights they would be applied symmetrically.

  • This is working for one bone, but I need mirror skin to opposed side, so there is another bone, not same. – Cenda May 15 '14 at 10:04
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    Just wanted to say thanks, Stacker, for the tip! As long as the mirror modifier is FIRST in the chain, you can edit vertex weights however you like and have the result mirrored perfectly. It even mirrors manually assigned weights to individual vertices! This in particular is not possible without the modifier, as only weights "painted" by a brush would respect the built-in X-Axis mirror feature, and not weights assigned manually in the Vertex Groups list. In that case, you would have to mirror the vertex group, which is tedious for many changes. So for ultimate mirroring, use the modifier! :-) – Copperplate Jul 6 '17 at 21:58

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