5

Make sure you have the latest Blender and press N on your keyboard >> Tools >> Options >> Auto Normalize Good Luck


4

Weight is a property of a Vertex Group, it's not about rigs but about meshes. Every single vertex will be moved by a bone if the bone has exactly the same name of a vertex group to which the vertex has some weight, and the whole mesh must have an armature modifier pointing to the rig. When you merge two meshes, all vertices retain their weights, but if ...


4

You should have added that picture; I'll bet a hundred would know in a second. It's the inside of the glove poking the wrong way. It's weight is too strong and possibly to the wrong bone. It's outpacing the outside of the glove (assuming it's a glove specifically) and moving faster than the positive-facing normals. That gray strange color is the dead ...


4

Yes, this is correct behaviour. The weights associated with bones on a vertex are normalized before the deformation. A vertex, which is not assigned to any bone vertex group will not move at all. A vertex with two (or more) groups will have its weights normalized. If GroupA and GroupB have weights of 0.4 and 1.6, BoneA and BoneB will the influence the ...


3

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


3

Here's a script for Blender that does the same thing, works in 2.8. It borrows some from the other script, but it's mostly my own. It's a little rough around the edges, I haven't made it into an addon yet. It'll be a while before I bother to improve it, though, so I'll post it here for anyone that needs it. How to use: Select the object you want to copy WP ...


3

in 2.80 the solution is the options under the brush settings --> "Front Faces Only"


3

It looks like you have the exact same thing in 2.8, but to see the weight for the selected vertex you first need to assign it some weight, either in Weight Paint mode or with the Assign button under the Properties panel > Object Data > Vertex Groups list. As Robin says: The panel is displayed only when you have a vertex which has been assigned to a vertex ...


2

To expand on previous answers, the "weigh paint" on a face is simply a linear interpolation ("lerp") of the values at constituent vertices. This means that it has no value independent of that, however, you can create one with CTRL+R (loop cut) or a simple committed subdivision (usually with W). That said, excessive vertices on weight paint mode can severely ...


2

Welcome to Blender Stack Exchange! Weight painting specifically weights vertices, so no, there is no way to weight the middle of a face. A vertex is the most basic piece of a mesh, so in order to define how a mesh should look or behave, it needs to have vertices wherever you want there to be detail/information.


2

What you're missing is another bone for the last horizontal part of the mesh, which will act as a "balance". In Blender Weights are always normalized, to distribute the movements between deforming bones, but if a vertex is weighted to one bone only, the normalization is calculated between a weight and zero: so a weight of 0.0001 and a weight of full 1.0 are ...


2

Apply the Skin modifier you must have right now, then you'll be able to weight paint.


2

I took a look at your character. It appears you've parented the metarig to your character which creates an infinitate loop. blender stops that from happening to avoid crashes. The solution is very simple: Unparent your character mesh and try again. Here are some pictures to help you. Loop in Parents is the error you get. Looking at your outliner, you can ...


2

Retopologize your mesh. Once you´re done, then you can assign weights using armature. Also: Select your mesh, use the modifier: DECIMATE: Choose 50%. Check if your model is ok for you in shape. If it is and you´ve reduced the polycount to half, please reconsider retopologize. Basically you can´t work with an armature on a very dense mesh. Thank you for your ...


2

An other bone has also influence on that vertex. Turn on the "Vertex selection masking", then select that vertex, and remove it from all vertex groups, then reassign to the pinky or repaint it with the weight brush.


2

This code is convert into Blender 2.8 for now, in any 3D view mode, you can find the option in 3DVIEW properties panel. If the object you selected have a vertex group, it will reveal those vertices with their weight (round to 0.01 for readability) You should start work on the bgl and blf module for more tuning. That's what the original coder use. bl_info = ...


2

If you are using 2.79: You need to go to File >> USer Preferences >> System >> Custom Weight Paint Range If you are using 2.80: You need to go to Edit >> Preferences >> Editing >>Weight Paint >> Use custom colors. Hope that helps Good Luck


2

With Rigify, you need to generate the rig from the meta rig first, before weight painting. In blender all control widgets etc are also bones, but may or may not be allowed to move the mesh, depending on whether the deform flag is set on them or not (this can be found in the bone properties tab in the properties editor). In the generated rigify rigs, the ...


2

You can find the brush options in the N panel (on the right of your 3D view) > Tool tab > Brush > Blend, or in the Properties editor > Active Tool tab (the second one) > Brush > Blend. In Weight Paint mode I don't think you can invert the function with any shortcut, ctrl is for sculpting, it would be a nice idea though.


2

Select armature - go in pose mod - shift + select mesh - go in weight paint - select bone with ctrl + left click. Edit: video with your file


2

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 ...


2

You need to enable the 2D Falloff option, in the 3D View N panel > Tool tab > Brush > Options or in the Properties panel > Active Tool tab > Brush > Options. Also disable the Front Faces Only option.


2

Yes. (Besides being able to invert the influence of the vertex group in many of the modifiers, by hitting the small double-arrow icon next to the Vertex Group field....) If you want to invert the group itself, you can use the Vertex Weight Mix modifier targeted on the group (here, 'Group'), and mix with an anonymous Group B, with B's default weight set to ...


2

The lag is probably an indicator that Blender is trying to recalculate and redisplay one or more procedural modifiers while you're trying to weight paint. Try temporarily disabling any rigs (which would cause Blender to recalculate mesh deformations to match the rig pose), particle emitters (recalculating position of all the emitted children), modifiers etc....


1

As of the stable release of 2.80, Transfer Weight option is consolidated into Transfer Mesh Data, and now located under Object > Relations > Transfer Mesh Data. This option is already available in Object Mode, no need to enter Weight Mode and accidentally paint a weight data in the process. However, the selection order for the Transfer Weight is somehow ...


1

It is possible. Copy your rig and move the new one into the new mesh. Select the mesh first then the armature and hit CTRL+P and select "Armature Deform". After this deselect the armature, select the original mesh and copy the vertex groups from it.


1

Here it is as well, select the object with weights attached ( after automatic weight addition, the standard way - - Then click here, it's not under ' Symmetry ' but, under options, in this menu - -


1

Don't feel bad, good lord it is hidden this time, top right dropdown on most default views. Options -> X Mirror


1

You can copy the vertex group (the weights) to the selected object from the active, if they have the same geometry, then you can remove the unwanted weights easily, by selecting them and click on remove in the Vertex Groups tab.


1

Welcome to Blender Stack Exchange! You've come to the right place. Blender's automatic weighting system has some known limitations. That's not to say it's bad, it just has a few things that you have to keep in mind. The main thing that it struggles with is overlapping/intersecting geometry. In your model, there are a lot of small intersecting components. ...


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