9

For bones that you don't want to deform the mesh, uncheck deform in the Deform Panel of bone properties.


8

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 Default weight, set it to 0. EDIT: I managed to get this right so I would like to share the techniques to edit your VERTEX WEIGHT with TEXTURES. First, I would ...


7

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 could do the holes. Weight Proximity could help fake it, I don't think there is any elegant solution with Blender. You can also assign each hole size to a ...


5

I made two small changes to your script that might help it work as intended. I switched to using bmesh to save the selected verts data. I find it a bit more reliable and stable than the built in mesh data. I saved the vertex indices instead of references to the vertices themselves in the list comprehension. This makes sure the list, which is comprised of ...


5

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 to Project Front Face Falloff > disable the option


5

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.


3

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 normals does not point to the base mesh. Here is your file back: Note: Often, data transfer has to be tuned, and so you need to retry often. That's why I ...


3

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 are EditBones that define the armature that you see in edit mode. Then you have PoseBones that are used when posing the bones in an animation. You access ...


3

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 groups as the active selection. It should then appear on the 'N' panel. For more info for others (the question quotes the manual): https://www.blender.org/...


3

You want to be in Weight Paint Mode. From there, goto Weights >> Clean. The settings for which threshold you want (if its other than zero) can be found on the tool shelf, on the Clean Vertex group Properties.


3

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 correct that, select the object, hit CtrlA and select Apply Scale. Wrong Parenting Rigged models should be parented to your Rig object and the Armature modifiers ...


3

It sounds to me like you're looking for the Hook modifier.


3

The Blender default color pattern for weight painting is bad. Nearly not weighted vertices displays as blue. But not weighted vertices displays also as blue. In the Viewport Overlay options in the Weight Paint section turn the Zero Weights display from None to Active. That way the not weighted vertices will display black. And so you can see the trouble ...


3

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 vertices, you can see them in the properties panel:


3

Instead of constraints you could hook the left extremity to an empty and add the vertices of the opposite extremity to the pin group. Put the Hook modifier above the Cloth modifier. In the Physics properties, increase the Quality Steps up to 20 to make it work correctly. You don't tell about what's supposed to happen after the last picture of your gif, does ...


2

It seems you have a common misconception about how bone deformation weighting is calculated. The way it actually works is as follows: If a vertex belongs to one or more vertex groups which are parented to bones, that vertex's bone-deformed location will be equally split between the bones' locations according to the ratio of their respective weights. The ...


2

You have got multiple problem with your model. Your Character's head has half an extra meshes with the mirror modifier. I select the extra vertices and deleted them. You have overlapping faces on within the model. I removed the extra faces with W key, then select "remove double" The body of your character have normals facing in the opposite direction. I ...


2

The data transfer function may help you. You will have to set your two objects as they overlap. Then use the "data" button in the "Data transfer" section. Then choose "vertex groups" as shown here And then go to the operator options (bottom part of the first image here). You can then choose de source : probably your group name. Then the destination : "...


2

The difference between weights happens when a vertex is assigned to at least two bones, because Blender normalizes the values: in your example every weight is compared with zero weight on any other bone, resulting in full strenght for every vertex. If you create a new bone and assign her an equal weight to all the vertices, move only the first bone and you'...


2

Vertex Weight will only appear after the weight has been assigned a vertex group. In my example you will see it appear after I add some weight paint which automatically creates a vertex group. If you select more vertices that include vertices without a vertex group it will disappear from the properties window again. [I admit I find this confusing behavior]


2

Blender does not currently support anything like implicit skinning, or any dedicated tools for character self collision. Dual Quaternions are simply a different way of calculating bone transforms on vertices and prevent some artefacts, but have no concept of intersection or volume (although they make the results appear to preserve volume better under some ...


2

You can do this as shown below:


2

If that can save you some time. See the commented part below: bl_info = { "name": "Quickly set weights of Vertex Groups", "author": "nicmar", "version": (1, 0), "blender": (2, 78, 0), "location": "Properties Editor > Object data > Vertex Groups", "description": "Quickly set Vertex Groups with assigned weight and live edit", ...


2

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, check on Face Corner Data. In Face Corner Data check on UVs. In the mapping parameter select Nearest Face Interpolated. Also, clicking off the Object Transform ...


2

Well a few minutes after I posted the question here, I sent the question into a Slack Group and Julian Perez (@julper) found this great addon that fits exactly to what I was needing. I will share what he found with you. The addon is called Weight-and-Color


2

Object Mode Version Here is a test script to run in object mode. It looks for all vertex groups on active object that end with ".L", finds a matching group ending with ".R" (or None). Then using the list comprehension methods from Python - Finding Vertices in a Vertex Group check if there are the same number in each. If so, for each left group vert, sort ...


2

Yes, there are some issues with your work. Several objects have their origins misplaced, rotations and scale unapplied, non-uniform scales, ... You must always fix this before even creating the armature. And never scale your armature unless the rigging and skinning are completed and you really have to. Also, automatic weight never does a perfect job, and it ...


2

Not a direct answer to your question, but you can also use both procedural and image textures to drive the length of your grass: Hair_Length_by_Image_Texture.blend More info here.


2

Animation Nodes doesn't have a node that can write vertex weights yet. So we will have to use some python to implement that ourselves. Given an object obj with a vertex group vertGroup and a float list weights containing the weights for each vertex, one can use this expression to set the vertex weights: [obj.vertex_groups["vertGroup"].add([i], w, 'REPLACE') ...


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