23

I know 2 situations where this problem raises: When the Object consists of 2 or more separated (not connected) meshes which intersect. This could be solved by fixing the mesh topology, like connecting the intersecting meshes into one single mesh and by fixing your model to avoid the intersecting areas. When the object has duplicate vertices. This can be ...


17

Ah, I was fooling around and found an answer. In the weight painting mode, use the Vertex selection masking for painting V Select wanted vertices for example with Circle select tool C Set the wanted weight from Tool Shelf T Weights -> Set Weight Shift+K In addition, there's a useful addon for setting weight values: http://wiki.blender.org/index.php/...


12

In 'Edit Mode' assign the desired vertex group and change their weight in 'Vertex Groups' panel. Enter the 'Weight Paint Mode' to see the result.


10

You could change the brush: There are Add and Subtract brushes (and more for all blend modes) which will set all options of the selected brush including the blend mode. So you can even configure more settings of the brushes and select them with one shortcut. The number keys (not on the number pad) are used as shortcuts for the brushes. You can select the ...


10

Blue doesn't necessarily mean zero. When a vertex is only affected by one bone, a tiny amount of weight is enough to deform it like it had a weight of 1.0. And even if a vertex has a main deforming bone near by (even with a weight 1.0) it can be noticeable when a bone with low influence is too far away and moves differently. You can easily see the offending ...


10

I think you will still have to do a bit of scripting to get the following to work but it does most of what you want. A while back, someone posted a question about how to convert an existing script that turns Weight Paint to Vertex Color Paint, he posted the script link and there are a couple reasons why I decided to post this as an answer instead of only ...


9

From the Manual on blend mode: Subtract: In this blend mode the specified weight is subtracted from the vertex weights. The strength determines which fraction of the weight gets removed per stroke. However the brush will not paint weight values below 0.0. Lighten: In this blend mode the specified weight value is interpreted as the target weight very ...


9

You can enter edit mode, select the part(s) of the mesh where you need the weight changed (you can press C and also paint select) and in the Data panel (the button with the triangle) in the Properties context under Vertex Groups, set the weight slider to 0 and press Assign.


9

You can do this by deselecting Limit selection to visible from the header. You should now be able to paint through the entire mesh. It doesn't update the opposite side in realtime however as it does when painting, it updates when you release the mouse.


9

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".


9

I think you're looking for the Vertex Weight Proximity modifier. It lets you assign vertex weights based on, for example, the distance to the target object's geometry, which you can animate per usual.


9

Starting from this situation, You can use the smooth tool : Go in weight paint mode Activate vertex selection (the little icon on the bottom of the screen indicated by a cube with one vertex in yellow) Select your vertices A Then in the weight paint tools panels click on 'smooth' One done, go to the operator options and select 'all groups' Then tune the ...


8

Using Dynamic Paint you can get something close to what you are looking for. First you will need to add a Dynamic Paint canvas to the plane you want with the vertex group. Add a object and assign it as a Dynamic Paint brush. Change the settings of the canvas object. The Format should be Vertex set Surface type to Weight. Note the name of the Dynamic Paint ...


8

This script will convert weight to vertex color and vertex color to weight : the script create new groups if they don't exist and overwrite old groups with the same names the script use two methods for conversions grayscale<-->weight and RGB<-->weight the conversion works in two ways weight--> color and color-->weight HOW TO USE: run the script ...


8

This was added to speed up scripts. The Blender 2.73 release notes mention it and reference the commit that introduced it (in the Python API section) A backwards compatible solution is the following addition before any code that accesses bm.verts / bm.edges / bm.faces indices explicitly. For clarity, that means if an addon has any code like this: bm.verts[...


8

Copy your vertex group Mirror your vertex group Now you just have to merge them togerher. Do it with script if you wanna automatize it or by hand: How to merge vertex groups?


8

The armature has to be in Pose mode, then Shift-select the mesh and go into Weight Paint mode. If you have selection set to Right-click in Preferences then: Sample weight (color) with Ctrl LMB Select bone with RMB If you have selection set to Left-click in Preferences: Sample weight (color) with Ctrl RMB Select bone with Ctrl LMB Independently of ...


7

In weight paint mode, select the Weight Tools panel in the toolbar, and run Limit Total, This removes vertex groups with lowest weights. This defaults to 4 which is a common limit for game-engines. You can also choose which vertex groups are effected when using an armature (Only selected bones for example). And if you want to only apply this to specific ...


7

Rename the vertex groups so they have the same name as the bone you want to deform them. Add the armature modifier. Make sure "Vertex Groups" is checked (it is by default) and you are done.


7

It sounds like you need to uncheck limit selection to visible at the bottom of the 3D view. When this is selected you can only paint or select geometry that is visible. What limit to selection does is only let you weight paint geometry which is selected in edit mode. So be sure that if this is enabled you have gone into edit mode and selected what you ...


7

This python snippet should work if you paste it into a Text Editor's new buffer and click Run Script. import bpy def survey(obj): maxWeight = {} for i in obj.vertex_groups: maxWeight[i.index] = 0 for v in obj.data.vertices: for g in v.groups: gn = g.group w = obj.vertex_groups[g.group].weight(v.index) ...


7

Just realized lately that we actually ignored one weight tool off the shelf - Clean. You can simply click it then use the default Limit value 0.000. Done.


7

This has to do with how editors/modes have changed in 2.8 (presumably related to multi object editing?) There is an option in the edit menu called Lock Object Modes which forces the mode to be consistent across all objects. If an object doesn't support the current mode then it cannot be selected. Disabling this mode allows leaving the armature in pose mode ...


6

You have 'Face selection masking' turned on in the 3D view header: This means that only faces that are selected in edit mode will be able to be painted on when weight painting. It's useful to use as a mask in case you want certain parts of the mesh to be excluded from weight painting. Either disable this button or select all the faces that you want to ...


6

You cannot scale the default armature but if you change the bone display type to B-Bone, you can use CtrlAltS to scale it and make it thicker or thinner. It's also fairly easy to have the default armature display type fit inside any model by scaling it down in Edit mode and making it longer and thinner.


6

The mirror modifier takes weights into account: In Weight Paint mode you can edit the weights they would be applied symmetrically.


6

Im using 2.79, they did change it after 2.76. Heres how it works now. Once you have parented the desired mesh to the rig with empty groups. You have to select first the weighted mesh and then the desired mesh for the transfer. Then go into weight paint mode. Then change the following two settings, source layers and destination layers. Source layers needs to ...


6

The easiest and most straight forward way is to uncheck Deform in bone properties (marked red on the image below). Second way is to delete from the mesh vertex groups named like the bones.


5

The OP originally posted this in their question. If it happened to you too and you were looking for any solution, I solved in this way: select mesh in edit-mode; in the bar "Mesh tools" select the voice "Remove Doubles" (that remove duplicate vertex). Here there's a video that explain the procedure. Another way to solve the problem would be add a ...


5

Currently there is no way to animate weight paint directly (unless you do so via some Python script). Instead, you can use a texture to control particles with a texture, if the animation is simple. You can use offset to control the moment of the texture. The values that are of interest are highlighted in yellow.


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