Skip to main content
15 votes
Accepted

how can i use vertex weight value in shader nodes?

With the geometry nodes it is now possible to use the weight almost directly (however I believe the "Vertex group" node will be added to the shader nodes some day to make it straightforward)....
vagran's user avatar
  • 371
14 votes
Accepted

I am not at all able to paint weight paint on the plane

Weight paint is a somewhat confusing term, because you're really only painting the vertices. To be able to cover the plane with finer granularity, you need to subdivide it, giving it more vertices to ...
Marty Fouts's user avatar
  • 33.3k
13 votes
Accepted

Omit certain bones from Automatic Weight calculations?

For bones that you don't want to deform the mesh, uncheck deform in the Deform Panel of bone properties.
batFINGER's user avatar
  • 84.6k
11 votes
Accepted

How can you animate a roll of tablecloth flying out of the backpack?

Create the tablecloth object (1), subdivide it, give it a Curve modifier with a spiral (2) as Curve Object, select all its vertices and assign them to a vertex group, give it a Vertex Weight Proximity ...
moonboots's user avatar
  • 163k
10 votes
Accepted

Adjust fall off custom curve of Vertex Weight Edit modifier using script

As a one-liner : bpy.context.active_object.modifiers["VertexWeightEdit"].map_curve.curves[0].points[1].location = (1, 0.4) Let's see how we cracked this ...
Gorgious's user avatar
  • 31.6k
8 votes
Accepted

A strange bias for Vertex Weight Edit Modifier

I am not quite sure(I would have to go under several more trials) but I think I solved it. It can be achived by Switching the Fall off type to Custom Curve and let the Curve always be 1. As for ...
Allosteric's user avatar
8 votes
Accepted

How to make an (open) object behave like rubber when penetrated by another

You could use cloth physics for the deformation part. Pin the corners or edges of the rubber object so it keeps its shape by adding it to a Vertex Group. Let the physics do the rest. Not sure how one ...
Duarte Farrajota Ramos's user avatar
7 votes
Accepted

How can I paint through a mesh while weight painting ? [Blender 2.8]

Update: In the latest Blender version it looks like you need to open the N panel, click on the Tool tab and in Brush Settings: Advanced > disable Front Faces Only Falloff > switch from Sphere ...
moonboots's user avatar
  • 163k
6 votes

Subtract the weights of one vertex group from another

You can use a Vertex Weight Mix modifier. Say you have Vertex Group A : And B : In order to subtract B from A, add a Vertex Weight Mix set to Subtract and to effect only group A. Result when viewing ...
Gorgious's user avatar
  • 31.6k
6 votes
Accepted

Selecting vertices in certain vertex group or certain weight

Use Index and Compare Floats node for selecting particular point. In this example 70th index is selected. To select only a ...
Harisreedhar's user avatar
  • 3,064
5 votes

Exporting weight and bone elements to a text file

While the answer is in Blender's API docs, the relationships aren't clearly spelt out so you need to "get" some of the relationships to know how it fits together. An armature can get confusing, there ...
sambler's user avatar
  • 55.6k
5 votes

How to make an (open) object behave like rubber when penetrated by another

This technique might work too. Punch holes in your mesh, Add a vertex group and set only the rim of the hole with a weight of 1. Also add creases to the edges when necessary. Add a Subdiv modifier to ...
Gorgious's user avatar
  • 31.6k
5 votes

Why does my mesh enlarge upon applying automatic weights?

There are several issues here. Unapplied scales When rigging, every object's scale should be applied. if you select your rig and check its scale, you can see it isn't even nor equal to 1: To ...
Lauloque's user avatar
  • 17.3k
5 votes
Accepted

Rigify: Unexpected deformation based on a given weight paint

I think it's a usage issue, not weights of DEF-forearm.R and DEF-hand.R. Because when I reduce the value of Rubber Tweak, it seems to work fine.
tetii's user avatar
  • 1,773
5 votes
Accepted

How to animate VertexWeightProximity effect with Remesh modifier active

The Remesh modifier destroys vertex groups on the mesh, rendering the Vertex Weight Proximity modifier useless in that case. Thankfully there is a built-in Attribute Proximity node that you can use in ...
Gorgious's user avatar
  • 31.6k
5 votes
Accepted

Scripting: Is vertex weight a proper way to store extra information on vertices?

You don't have to worry about normalization. You do have to worry about clamping. First, clamping. Blender will not let you use a vertex weight of less than 0.0 or greater than 1.0. (Well, I've ...
Nathan's user avatar
  • 25k
5 votes
Accepted

Blender weight paint looks wrong

You don't have to worry about the yellow and green parts. It's just hue interpolation from red to blue (1→0) weighted vertices.
Tsybe's user avatar
  • 533
5 votes
Accepted

Want to use drive vertex weightings

If we want to scale down the values of a particular group of vertices, dynamically, we can do that with a vertex weight edit modifier: Here, all vertices are fully assigned to Group, which is used to ...
Nathan's user avatar
  • 25k
4 votes

Where is the vertex weight panel in 2.77

For the vertex weights panel (not to be confused with the vertex groups panel) to appear, you need to be in vertex select mode in edit mode and have a vertex that is associated with one or more vertex ...
Sazerac's user avatar
  • 4,629
4 votes
Accepted

How to spot un-weighted vertices?

Use the options in the armature modifier: "Display modifier in edit mode" and "Adjust edit cage to the modifier result". In complement, concerned bones are generally the one used for nearly connected ...
lemon's user avatar
  • 60.5k
4 votes
Accepted

Is it possible to get a weight paint value for a vertex group inside of a material?

Since Geometry Nodes, certainly in 2.93, you can reference any GeoNodes attribute in the 'Attribute' input to a shader tree. Strangely, I don't think you can get at a vertex-group directly (yet). You ...
Robin Betts's user avatar
  • 78k
4 votes
Accepted

Eyes not following head even even if the eye bones are parented to the head bone

Your eyes cumulate both a classic parentage to their bone and a parentage through Armature modifier, you need to choose either one or the other (either remove the parenting or the modifier):
moonboots's user avatar
  • 163k
4 votes
Accepted

how can i convert texture to vertex weight in blender?

The Vertex Weight Mix modifier should do the trick. create a vertex group "A" that is modified create another vertex group "B" that will have all vertices assigned. Either assign ...
Blunder's user avatar
  • 14.3k
4 votes

Why does my smooth mesh becomes unsmooth after I adjust the pose?

It looks like your Blender mesh is separated into different parts for some reason. You can check if a mesh is divided into separate objects by entering Edit Mode and pressing Ctrl + Numpad +. By ...
Evripidis Lalissidis's user avatar
4 votes

How to get rubber thing to deform as mini gun moves up and down instead of moving with it?

No, you don't need soft body physics. Just another bone or two, I guess. Has the "plunger"/rubber thing a bone? If you only have 1 bone you cannot control the deformation properly. Add two ...
Blunder's user avatar
  • 14.3k
3 votes
Accepted

Weight transfer producing undesirable results for clothing(2.78c)

I suggested projected face interpolated in the comments, but in your case "nearest face interpolated" works better. The reason is 'projected' projects along faces normals and in your case, some faces ...
lemon's user avatar
  • 60.5k
3 votes
Accepted

How to make this script to quickly set specific weights?

If that can save you some time. See the commented part below: ...
lemon's user avatar
  • 60.5k
3 votes

Data transfer to a mesh with different topology

I was able to get a uv transfer using the the Data Transfer Modifier. Select object to transfer the UVs to, add the Data Transfer Modifier In the source parameter select the model to get the uvs from, ...
Yancy's user avatar
  • 31

Only top scored, non community-wiki answers of a minimum length are eligible