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I think that you have painted too much on the upper arm bone. Try to assign that bone only to the upper arm.


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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 ...


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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".


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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 ...


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first select the bones then Shift + Click the mesh then go into Weight Paint mode and to select a bone just Shift + Click it .


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You have to set the falloff type from sphere to projected.


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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 ...


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I know this is late but it still might be helpful to others :-)


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Solved my issue. I was not able to select any bones to paint in Weight mode, blender (2.8) because my model was HIDDEN inside EDIT mode.


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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 ...


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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. After ...


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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. Solution: 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 ...


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This because of normals, in edit mode press shift + n to recalculate them. edit:then try extruding your plane very slightly and remove all weight paint except for the upper plane.


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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. Import .OBJ


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You can append the correct weighted model into the wrong weighted blend file, then just rename its vertex groups accordingly to the names of the new armature's bones.


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I just had the same problem after downloading this new Blender version. If you open this Falloff menu, then there is that Falloff Shape. Changing it from Sphere to Project work for me.


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Ok, looks like it was because I had wrong weight painting in the pelvis bone. Not sure how it ended up painting the right arm, but now it's fixed.


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As you have to actually deal with a rotation, you have to distribute this rotation smoothly along some different edgeloops. This is an example of how it can be achieved.


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