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') against an anonymous Group B, with B's default weight set to 1, and ...
It sounds like you might have had an issue with migrating a file from 2.80 to 2.81, but hopefully this helps someone else doing weight painting in 2.81.
In 2.81 with left click select, you should be able to select bones in Weight Paint mode with Ctrl-Left Mouse. You shouldn't need to switch to Pose mode to pose any bones.
For completeness, my full set of ...
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....
I'm not sure if you can get the vertex weight in BGE, but you can do it with vertex color. Here's a example file and the commented code on how to do it. The available attributes that you can get from the vertex can be seen in KX_VertexProxy reference.
cont = bge.logic.getCurrentController()
own = cont.owner
sensor = cont.sensors
My solution was linked to the one line answer by @Peter.
Although I have to mention that you have to divide a plane in both directions:
Subdividing the plane in one axis still would not allow me to paint:
Only after adding more vertices:
The paint looks still a bit weird. Further subdivision will help.
Oh no wait! I somehow also ...
Weight painting on one vertex group will affect others vertex groups only if the "auto normalize" and/or "Multi-paint" buttons are checked.
The first option makes sure that the sum of all weights of every vertex is 1.0 (normalization); this operation takes over anyway, when Blender calculates the deformations, so it is unnecessary to activate it, it's ...
That mirror option is for a center bone that should control left and right side of a mesh at the same way (like a hip bone, a torso, and so on ...).
To have R side bone matching the L side (like arms or legs) this is one procedure:
Weight paint the L side (i.e. arm.L, the name of the vertex group must have an appropriate suffix, like .L or .l or .left).
As you can read in edit mode, your base vertices do have some weight relatively to many bones, so of course they are moving.
If you want them to stay still, select all of them and remove weight from all vertex groups.
Another more usual way is to create a "tentacle base" bone and weight them to it.
Remember that even a very little weight, if it's not "...
If you don't use deformation, you shouldn't use Vertex Groups at all. Bone parenting will always require less setup and when your model gets complex (let's leave out draw call argumentation here), or you use it a lot of times, cumputing times will be significantly less.
You need to keep your robot parts separate for this. Then select eg. a
leg -> Shift ...
When dealing with robotic and mechanical animation, you should assign every vertex of torso to the torso bone ONLY, the hip vertices to the hip bone ONLY, and so on. As long as a group of vertices are assigned to a bone/vertex group ONLY, they will move exactly with their bone, without distortions and deformations (and the value of the weight is not ...
I had the same problem working with v2.8, and I found that if you move your object out of its original hiearchy where it was "linked"/"parented" from the armature in the scene selection (in "View Layer" top left) into just the scene selection (in "View Layer" top left); then you have the option of reset to parent Ctrl + P > Set parent to > Armature Deform > ...
This model is very complex and requires manual weights editing. The automatic weights or Mixamo could only be a starting point.
The model is ripped with losses. There is no material data, and it's probably missing a small part and a vertex color data. This kind of game model demands deep 3D knowledge.
I made a rigging with Mixamo and tried to set up ...
If I am correct, You are supposed to weight paint based on the bones that are in layer 31. It should look like this when you view it.
Artell has provided the character Mike in his manual for weight paint reference.You can check it out in here : http://lucky3d.fr/auto-rig-pro/doc/auto_rig.html#how-to-paint-the-weights
I hope this helps