I know this is 4 years old post but I've found a simpler solution with blender 2.82. So what I do is I copy the mesh that has three original vertex groups and arrange in the space where the 2nd mesh is meant to be at. Then rename the 2nd mesh's all vertex groups to different so it can retain its weight paint from original mesh. I used armature human rig ...
You can remove all the vertex groups from the object then try automatic weight.
You can select a vertex group and press the "-" button or press the "special button" (marked red) and select "delete all groups".
if it is a glitch, the 100% working solution is to make a new project and copy-paste all objects from your project containing the glitch into your new one, and replace your glitch project with the new one. I know this can get annoying if you have to do it often but that wont likely happen and it is my only solution either way. Hope this helps but if it ...
I found that you can achieve this by creating a low-res copy of the sculpted mesh (I used the decimate modifier for this). Then binding that to the armature and weight painting it. Then binding the high-res mesh to the same armature "with empty groups." Then adding a "data transfer" modifier to the high res mesh and using the low res mesh as the source for ...
I had the same problem. However, I found another method that may help.
If you have your deformation bones layer visible you can 'Shift-Right Click' any of the deformation bones to bring up the "Weight Paint Sample Group" dialogue box which lists the bones in that area you can paint. From there you can select the DEF-Bone group you want and the weights will ...
Yes it is, even if the two objects are not identical.
Move the two objects in the same spot, select the destination object (or objects), THEN shift select the source, then press F3 (search operator) and type "data", choose the "Transfer mesh data" operator, choose "vertex groups". If the objects are the same all others default options should be OK.
I believe your grass has the origin in the middle and thus when distributing it on the plane makes them stick through the plane to the other side.
Select the grass object
Go in edit mode and select all with A
Move the vertices of the grass so that it's lowest vertex sits on the origin (the yellow dot)
Go back in object mode and it should work ...
Ok, I had the same problem and was able to fix it, but you have to remake armatures.
Export your model as a .OBJ
Make a new default file go to
After that, click File > Defaults > Load Factory Settings.