15

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 work with. Weight painting, after all, is just a visual way to set the weights in vertex groups. Here's a plane that's been subdivided: Here's the same plane ...


4

In Rigify rigs eyes are supposed to be a separate mesh (if not, select an eye in edit mode and press P to separate it from the rest). Then select the eye, shift select the armature, activate the 30th bone layer, select the MCH-eye bone (the only one which has a little target bone on its tip) and press Ctrl p > Bone. The same applies to teeth, in this ...


3

It's the way rigging is supposed to work, if your vertices are only part of one group, even with a weight of 0.001, they will move as much as vertices that are part of the same group with a weight of 1. If they are part of several groups, the influence of the bone will be propotional to the weight. If a vertex has a weight of 1 in vertex group A and 1 in ...


2

Some bones are hidden, press AltH to unhide in Edit mode. You'll see some huge bones (some are overlapping btw), and these bones have their Deform option enabled, so when you'll parent With Automatic Weights these bones will influence. I'm not sure what these bones are for, but I doubt they are useful or that their Deform option is useful. Also before you'll ...


2

The origin needs to be at the base of the particle object. If I select one of your particle object, here is what we can see, it's not the case: Also you have a Clip problem, in the N panel > View > Clip End, lower down the value to 100000 m for example.


2

To add to Crantisz' answer, your topology is stretched a lot on X, thus this stretched weight paint:


2

Why do you have "Plane" with size of 690 MB? :-) The problem is that you have uneven scale. Apply scale at first - Ctrl + A ⇾ Scale


2

Particle Systems and Armatures are applied as modifiers, so modifier stack order counts. Make sure the Particle System is after the Armature.


1

Weight mirroring needs some specifics in order to work correctly: vertex groups have to be named with an accepted suffix, a list can be found in the Blender manual, most commons are .L .R, .l .r, .left .right, ..... Then the mesh must have a correct topology, in order to pair left and right vertices (i.e. in your model it will be impossible to mirror the ...


1

If I enable the modifier's On Cage option, select the vertex, open the N panel and take a look at the Vertex Weights, I can see that this vertex is also part of the group called Spine2. Just remove it from this group (press the X button): Parenting With Automatic Weights won't always work fine, you often need to give it correction in Weight Paint mode. ...


1

Just go to Show overlays option on right top corner and then turn down the opacity while in weight paint mode


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