2

You should align the orientation of your bones in Edit mode with some CtrlR + angle value (I don't know why, technically, it makes it bug when non-aligned though):


2

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 the A Group after adding the modifier :


1

You need to : Go in Edit mode, some normals are flipped, recalculate them Add some edge loops so that your armature is able to bend the object: Reparent With Automatic Weight Bring some corrections in Weight Paint mode


1

Here are the principles of bone control over vertex groups: Let's say that I have a bone called Bone1 and a vertex group called Bone1 as well. The bone will control the vertex group that has its name (if it has been parented with an Armature Deform option). Here I assign a vertex group weight of 1 to the 2 vertices on the left, and a weight of 0.1 to the 2 ...


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