Weight paint blender как стирать
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Weight paint blender как стирать

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Weight paint blender как стирать

../../_images/sculpt-paint_weight-paint_editing_panel.png

Blender provides a set of helper tools for Weight Painting.

The Subset Option

Some of the tools also provide a Subset filter to restrict their functionality to only specific vertex groups (in the Adjust Last Operation panel, displayed after the tool is called) with following options:

Selected Pose Bones

Deform Pose Bones

All tools also work with Vertex Selection Masking and Face Selection Masking. In these modes the tools operate only on selected vertices or faces.

Assign from Bone Envelopes

Apply the envelope weight of the selected bone(s) to the selected vertex group.

Assign Automatic from Bone

Apply from the selected bone(s) to the vertex group the same “auto-weighting” methods as available in the Parent armature menu.

Normalize All

For each vertex, this tool makes sure that the sum of the weights across all vertex groups is equal to 1. This tool normalizes all of the vertex groups, except for locked groups, which keep their weight values untouched.

Keep the values of the active group while normalizing all the others.

Normalize

This tool only works on the active vertex group. All vertices keep their relative weights, but the entire set of weights is scaled up such that the highest weight value is 1.0.

../../_images/sculpt-paint_weight-paint_editing_normalize-example.png

Mirror

The Mirror Vertex Group tool mirrors the weights from one side of a perfectly symmetrical mesh to the opposite side. Only mirroring along local X axis is supported. Those vertices that have no corresponding vertex on the other side will not be affected. But note, the weights are not transferred to the corresponding opposite bone weight group.

../../_images/sculpt-paint_weight-paint_editing_mirror-example.png

With this option checked, every selected vertex receives the weight information of its symmetrical counterpart. If both vertices are selected, it will be a weight information exchange; if only one is selected, information from the unselected will overwrite the selected one. Information on weight is passed for the active group only, unless All Groups is checked, in which case it is passed for all groups.

Flip Group Names

Works with selected vertices that belong to vertex groups with “symmetrical names” (with components like “L”, “R”, “right”, “left”). All selected vertices that belong to the active group, or to the symmetrical of the active group, will have their assignation to that group replaced by an assignation to the symmetrical one; however, its weight will be preserved. If All Groups is checked, all assignations to these kind of groups will be replaced by the symmetrical counterpart, also keeping the old weights.

Operate on all vertex groups, instead of the active one.

Mirror for meshes which are not fully symmetric (approximate mirror). See here for more information.

Mirror to Opposite Bone

If you want to create a mirrored weight group for the opposite bone (of a symmetric character), then you can do this:

Delete the target vertex group (where the mirrored weights will be placed).

Create a copy of the source bone vertex group (the group containing the weights which you want to copy).

Rename the new vertex group to the name of the target vertex group (the group you deleted above).

Select the target vertex group and call the Mirror tool (use only the Mirror weights option and optionally Topology Mirror if your mesh is not symmetric).

Invert

Replaces each Weight of the selected weight group by × -1.0 weight.

Original 1.0 converts to 0.0

Original 0.5 remains 0.5

Original 0.0 converts to 1.0

Restrict the tool to a subset. See above The Subset Option about how subsets are defined.

Add vertices that have no weight before inverting (these weights will all be set to 1.0).

Remove vertices from the vertex group if they are 0.0 after inverting.

Locked vertex groups are not affected.

Clean

Clean Vertex Group Weights unassigns vertices from Vertex Groups whose weights are below the Limit. Removes weights below a given threshold. This tool is useful for clearing your weight groups of very low (or zero) weights.

In the example shown, a cutoff value of 0.2 is used (see operator options below) so all blue parts are cleaned out.

Note, the images use the Show Zero weights Active option so that unreferenced Weights are shown in Black.

../../_images/sculpt-paint_weight-paint_editing_clean-example.png

Restrict the tool to a subset. See above The Subset Option for how subsets are defined.

This is the minimum weight value that will be kept in the group. Weights below this value will be removed from the group.

Ensure that the Clean tool will not create completely unreferenced vertices (vertices which are not assigned to any vertex group), so each vertex will keep at least one weight, even if it is below the limit value!

Quantize

This operator uses a process known as Quantization which takes the input weights and clamps each weight to a number of steps between (0 — 1), so there is no longer a smooth gradient between values.

../../_images/sculpt-paint_weight-paint_editing_quantize-example.png

Quantize example (Steps = 2). 

The number of steps between 0 and 1 to quantize the weights into. For example 5 would allow the following weights [0.0, 0.2, 0.4, 0.6, 0.8, 1.0] .

Levels

Adds an offset and a scale to all weights of the selected weight groups. with this tool you can raise or lower the overall “heat” of the weight group.

No weight will ever be set to values above 1.0 or below 0.0 regardless of the settings.

../../_images/sculpt-paint_weight-paint_editing_levels-example.png

Restrict the tool to a subset. See above The Subset Option for how subsets are defined.

A value from the range (-1.0 — 1.0) to be added to all weights in the vertex group.

All weights in the Subset are multiplied with the gain.

Whichever Gain and Offset you choose, in all cases the final value of each weight will be clamped to the range (0.0 — 1.0). So you will never get negative weights or overheated areas (weight > 1.0) with this tool.

Smooth

The Smooth tool only works when “Vertex selection masking for painting” is enabled. Otherwise the tool button is grayed out.

Blends the weights of selected vertices with adjacent unselected vertices. This tool only works in vertex select mode.

../../_images/sculpt-paint_weight-paint_editing_smooth-example-1.png

To understand what the tool really does, let us take a look at a simple example. The selected vertex is connected to four adjacent vertices (marked with a gray circle in the image). All adjacent vertices are unselected. Now the tool calculates the average weight of all connected and unselected vertices. In the example this is:

\((1 + 0 + 0 + 0) / 4 = 0.25\)

This value is multiplied by the factor given in the Operator options (see below).

If the factor is 0.0 then actually nothing happens at all and the vertex just keeps its value.

If the factor is 1.0 then the calculated average weight is taken (0.25 here).

Dragging the factor from 0 to 1 gradually changes from the old value to the calculated average.

Now let us see what happens when we select all but one of the neighbors of the selected vertex as well. Again all connected and unselected vertices are marked with a gray circle. When we call the Smooth tool now and set the Factor to 1.0, then we see different results for each of the selected vertices:

The top-most and bottom-most selected vertices:

are surrounded by three unselected vertices, with an average weight of \((1 + 0 + 0) / 3 = 0.333\) So their color has changed to light green.

The middle vertex:

is connected to one unselected vertex with weight = 1 . So the average weight is 1.0 in this case, thus the selected vertex has changed to red.

The right vertex:

is surrounded by three unselected vertices with average weight = \((0 + 0 + 0) / 3 = 0.0\) So the average weight is 0, thus the selected vertex has not changed at all (it was already blue before Smooth was applied).

Finally let us look at a practical example. The middle edge loop has been selected and it will be used for blending the left side to the right side of the area.

All selected vertices have two unselected adjacent vertices.

The average weight of the unselected vertices is \((1 + 0) / 2 = 0.5\)

Thus when the Factor is set to 1.0 then the edge loop turns to green and finally does blend the cold side (right) to the hot side (left).

The effective amount of blending. When Factor is set to 0.0 then the Smooth tool does not do anything. For Factor > 0 the weights of the affected vertices gradually shift from their original value towards the average weight of all connected and unselected vertices (see examples above).

Number of times to repeat the smoothing operation.

Positive values expand the selection to neighboring vertices while contract limits to the selection.

The vertices to mix with.

Smoothing will smooth both selected and deselected vertices.

Smoothing will only smooth with selected vertices.

Smoothing will only smooth with deselected vertices.

Transfer Weights

Copy weights from other objects to the vertex groups of the active object.

By default this tool copies only the active (selected) vertex group of the source object to the active vertex group of target object or creates a new one if the group does not exist. However, you can change the tool’s behavior in the Adjust Last Operation panel.

For example, to transfer all existing vertex groups from the source objects to the target, change the Source Layers Selection option to By Name.

This tool uses the generic “data transfer”, but transfers from all selected objects to active one. Please refer to the Data Transfer docs for options details and explanations.

Prepare the Copy

You first select all source objects, and finally the target object (the target object must be the active object).

It is important that the source objects and the target object are at the same location. If they are placed side-by-side, then the weight transfer will not work. (See the Vertex Mapping option.) You can place the objects on different layers, but you have to ensure that all objects are visible when you call the tool.

Now ensure that the target object is in Weight Paint Mode. Open the Toolbar and call the Transfer Weights tool in the Weight Tools panel.

Adjust Last Operation Panel Confusion

You may notice that the Adjust Last Operation panel stays available after the weight transfer is done. The panel only disappears when you call another Operator that has its own Adjust Last Operation panel. This can lead to confusion when you use Transfer weights repeatedly after you changed your vertex groups. If you then use the still-visible Adjust Last Operation panel, then Blender will reset your work to its state right before you initially called the Transfer Weights tool.

So when you want to call the Transfer Weights tool again after you made some changes to your vertex groups, then always use the Transfer Weights button, even if the Adjust Last Operation panel is still available. Unless you really want to reset your changes to the initial call of the tool.

Limit Total

Reduce the number of weight groups per vertex to the specified Limit. The tool removes lowest weights first until the limit is reached.

The tool can only work reasonably when more than one weight group is selected.

Restrict the tool to a subset. See above The Subset Option for how subsets are defined.

Maximum number of weights allowed on each vertex.

Fix Deforms

The Fix deforms tool is used to modify an object’s nonzero weights so its deformed vertices are at a new defined distance. This is helpful to fix deformations because when complex models are deformed to their extreme poses, they are often visibly bumpy, jagged, or otherwise incorrectly deformed. Using this tool, you can smooth over the deformation.

To use the tool, select the vertices that you would like to move, either in Edit Mode or by using the vertex selection/mask. The operator can now be used and altered with these options:

The distance to move to.

The distance moved can be changed by this factor.

Changes the amount weights are altered with each iteration: lower values are slower.

Note that if it does not change, then there are no nonzero bone weights that are changed to make it closer to the intended distance.

Locks

Edit Mode and Weight Paint Mode

Vertex groups can be locked to prevent undesired edits to a particular vertex group.

Bones that belong to a locked vertex group are displayed in red the 3D Viewport.

Locks all vertex groups.

Unlocks all vertex groups.

Locks selected vertex groups.

Unlocks selected vertex groups.

Locks unselected vertex groups.

Unlocks Unselected vertex groups.

Lock Only Selected

Lock selected and unlock selected vertex groups.

Lock Only Unselected

Unlock selected and lock unselected vertex groups.

Inverts the locks on all vertex groups.

© Copyright : This page is licensed under a CC-BY-SA 4.0 Int. License. Last updated on 06/13/2022.

How do I remove weight from weight painting?

I am trying to remove some weight. I left click to add it, but I cannot figure out how to remove it.

user avatar

user avatar

4 Answers 4

From the Manual on blend mode:

Subtract: In this blend mode the specified weight is subtracted from the vertex weights. The strength determines which fraction of the weight gets removed per stroke. However the brush will not paint weight values below 0.0.

Lighten: In this blend mode the specified weight value is interpreted as the target weight very similar to the Mix Blend mode. But only weights below the target weight are affected. Weights above the target weight remain unchanged.

Blur: tries to smooth out the weighting of adjacent vertices. In this mode the Weight Value is ignored. The strength defines how effectively the blur is applied.

enter image description here

You can enter edit mode, select the part(s) of the mesh where you need the weight changed (you can press C and also paint select) and in the Data panel (the button with the triangle) in the Properties context under Vertex Groups, set the weight slider to 0 and press Assign.

user avatar

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Paint zero weight to effectively remove it (zero weight has no effect) If you want to remove the vertex from the group you can run the «Clean» tool, or manually select and remove the vertices from the group.

See: Weight Paint Mode -> 3D View Header -> Weights -> Clean

user avatar

You can erase with draw brush. Change the weight parameter.

  • 0.0: Deep eraser
  • 0.3: Shallow eraser
  • 0.7: Shallow brush
  • 1.0: Deep brush

*Precautions: Weight paint does not wet only vertex. Clicking on the vertex makes it dark. Mirror side is not wet. Weight values is recorded on the vertex data of the target mesh. Vertex data is made only of the number of bones. When is it? Setting armature to parent. (with Automatic weight or with Empty group)

Please select together the target mesh and the bones in the order goes to the weight painting mode. Operation: Shift + Click Selection of the bones. can be released by Shift + Double Click . This operation looks confusing. When you paint the weight value is easy to understand and see while switching the object mode and weight painting mode in the Ctrl + Tab .

How do I remove weight from weight painting?

I am trying to remove some weight. I left click to add it, but I cannot figure out how to remove it.

iKlsR's user avatar

rhughes's user avatar

4 Answers 4

From the Manual on blend mode:

Subtract: In this blend mode the specified weight is subtracted from the vertex weights. The strength determines which fraction of the weight gets removed per stroke. However the brush will not paint weight values below 0.0.

Lighten: In this blend mode the specified weight value is interpreted as the target weight very similar to the Mix Blend mode. But only weights below the target weight are affected. Weights above the target weight remain unchanged.

Blur: tries to smooth out the weighting of adjacent vertices. In this mode the Weight Value is ignored. The strength defines how effectively the blur is applied.

enter image description here

You can enter edit mode, select the part(s) of the mesh where you need the weight changed (you can press C and also paint select) and in the Data panel (the button with the triangle) in the Properties context under Vertex Groups, set the weight slider to 0 and press Assign.

iKlsR's user avatar

rhughes's user avatar

Paint zero weight to effectively remove it (zero weight has no effect) If you want to remove the vertex from the group you can run the «Clean» tool, or manually select and remove the vertices from the group.

See: Weight Paint Mode -> 3D View Header -> Weights -> Clean

ideasman42's user avatar

You can erase with draw brush. Change the weight parameter.

  • 0.0: Deep eraser
  • 0.3: Shallow eraser
  • 0.7: Shallow brush
  • 1.0: Deep brush

*Precautions: Weight paint does not wet only vertex. Clicking on the vertex makes it dark. Mirror side is not wet. Weight values is recorded on the vertex data of the target mesh. Vertex data is made only of the number of bones. When is it? Setting armature to parent. (with Automatic weight or with Empty group)

Please select together the target mesh and the bones in the order goes to the weight painting mode. Operation: Shift + Click Selection of the bones. can be released by Shift + Double Click . This operation looks confusing. When you paint the weight value is easy to understand and see while switching the object mode and weight painting mode in the Ctrl + Tab .

How to weight paint in Blender

There are many times in Blender where we will need to setup vertex groups and weight paint, whether we’re creating an armature or setting up a vertex group to distribute particles. So how do we weight paint?

To Weight Paint in Blender:

 

  • Select the Object to weight paint and navigate to Properties > Mesh Data > Vertex Groups, click on the + icon to add a vertex group if the object doesn’t already have one
  • Set the Object Interaction Mode to Weight Paint
  • Paint the weight map, or you can also select another vertex group to paint while in the Weight Paint Mode

In the rest of this article, we’ll go into more detail about weight painting, a few tricks we can use to streamline the weight painting process and explain the weight painting process for armatures.

What are Vertex Groups

To understand weights, we will first need to go over what a vertex group is, for a more in-depth explanation on Vertex groups check out the article linked below.

Vertex groups are a collection of values for each vertex on a Model, they basically let us assign a «weight» to each vertex that we can later use for example to distribute particles.

Vertex groups are like masks for each vertex of a model, modifiers use them to control which vertices are modified and armatures create a weight map for each bone that will tell the model which vertices to move with which bone.

We cannot weight paint on a model unless it has a vertex group setup.

How to setup a Vertex Group

To setup a Vertex Group first select the object you want to add a vertex group to. Go to the properties > Mesh Data > Vertex Groups and click on the + Icon.

From here we could tab into edit mode and manually assign vertex weights using this window but that should only be used if for example we want to remove a select from a group or assign a certain weight to an area. Instead, we’ll be using Weight Paint mode to visualize the weight map as well as adjust it.

Weight Painting

To weight Paint select the object we are weight painting and set the object interaction mode to Weight Paint.

Now that we’re in weight paint mode we can see the models weights, this will usually turn the model blue and when we paint weight with the brush it will turn it red. Red is basically full weight or 1 and blue is 0.

The main settings we’ll use when weight painting are Weight, Radius, Strength.

The weight option will adjust what the weight value we paint, it will act as a limit for how strong of a weight we can paint, strength acts like the opacity of the brush.

We can also change which Vertex Group we’re painting by navigating to Properties > Mesh Data > Vertex Groups and select another vertex group if we have one.

If we want to manually adjust weights we can do so by switching the object interaction mode to edit, selecting the vertices we want to adjust and changing the weight and clicking assign in the Vertex Weights panel.

For an in-depth explanation of each option available in Weight Paint mode checkout the Blender Manual.

Weight painting for armatures

Just to give a quick summary of how weight painting works with armatures, each bone gets it own vertex group, when we move a bone Blender will move each vertex using its weight as the factor.

While we could manually set all of this up Blender will automatically handle the weight groups if we use the right parenting option for our object.

First let’s parent our object to the armature. To do this select the object first and then select the armature. We’ll know that we have the selection right when the object outline color is orange, and the Armature is yellow.

Press Ctrl + P and select automatic weights which will try to automatically set the weights for each bone or empty groups if you want to manually paint the weights for each bone.

Next select the object and set the object interaction mode to weight paint, on the right you’ll see that Blender has created a vertex group for each bone. We can switch between these vertex groups to paint the weight maps for each bone.

As long as a vertex has any amount of weight it will stick with a group even if it doesn’t have a combined weight of one. the weight is only taken into account when another vertex group also has a weight for that vertex.

Select bones while weight painting

While switching through vertex groups is fine for less complex armatures it can quickly become cumbersome. To Speed up this process we can instead just select the bone we want to weight paint for.

To set this up first select the armature and then the object we’re weight painting and set the object interaction mode to Weight Paint. We can now select a bone and blender will automatically select the Vertex Group for that bone.

Automatically assigning weights per bone

If we have our armature selected while we’re weight painting we can also automatically assign weights for that bone again by select the bone then going to Weights and either selecting assign Automatic from bones or assign from envelop.

Assign from envelop is kind of like a radius around the bone that will have weight applied to it, we can adjust this radius per bone by selecting the armature, going to edit mode and selecting the bone we want to edit. Go to the properties tab > Bone Properties > Deform and here we can adjust the Envelope Distance and Weight.

The distance will affect how large of a radius around the bone gets weight and the weight will adjust how much weight that radius gets.

Clearing unwanted weight assignments

Depending on the complexity of the model the automatic weight can be a bit weird and cause issues with deformation. Sometimes the automatic weights will grab vertices from seemingly unrelated parts of the model but only at a very small amount of weight.

The quickest way to fix this issue is to first select the object and set object interaction mode to edit

Select the affected vertices then navigate over to Properties > Mesh Data > Vertex Groups.

In the Vertex Groups panel, we can go ahead and remove the selected vertices from any groups we don’t want it to be affected by, if there’s too many groups to go through, we can also just remove the selected vertices from all groups, but we’ll have to go back and reconfigure their weights.

To remove vertices from all groups click the dropdown just under the + and — buttons in the Vertex Groups panel and select Remove From All Groups.

Weight averaging

Another thing to note is that if two vertex groups have a weight of 1 for the same vertex Blender will average out their influence, if you have a weight set to 1 but the vertex isn’t sticking with that group make sure that there isn’t another vertex group that has influence over it.

Normalizing Weights

One quick way to make sure that no vertex has a combined weight of more than 1 is to normalize the weights.

In the weights tab we can select normalize all when we have a weight map selected, this will subtract from any weights that combine to be more than 1. When we select normalize all Blender will subtract from all other weights so that no vertex has a combined weight of more than 1.

Note that Blender does this internally, normalizing the weights is helpful for visualizing how Blender adjusts the weight values to bring them down to 1.

Final Thoughts

Vertex Groups and Weight Painting are both very useful and knowing how they work can allow us to achieve more with Blender and speed up our workflow.

Having an idea of how to weight paint as well as how normalizing and multiple weight groups interact makes working with armatures a little more intuitive and helps us get better deformations on our models.

Knowing a few tricks like how to select a bone while weight painting can help with speeding up the process of weight painting. It also helps with achieving a better result and knowing how fix some of the common issues we run into while weight painting.

Editing

../../_images/sculpt-paint_weight-paint_editing_panel.png

Blender provides a set of helper tools for Weight Painting.

The Subset Option

Some of the tools also provide a Subset filter to restrict their functionality to only specific vertex groups (in the Adjust Last Operation panel, displayed after the tool is called) with following options:

Selected Pose Bones

Deform Pose Bones

All tools also work with Vertex Selection Masking and Face Selection Masking. In these modes the tools operate only on selected vertices or faces.

Assign from Bone Envelopes

Apply the envelope weight of the selected bone(s) to the selected vertex group.

Assign Automatic from Bone

Apply from the selected bone(s) to the vertex group the same “auto-weighting” methods as available in the Parent armature menu.

Normalize All

For each vertex, this tool makes sure that the sum of the weights across all vertex groups is equal to 1. This tool normalizes all of the vertex groups, except for locked groups, which keep their weight values untouched.

Keep the values of the active group while normalizing all the others.

Normalize

This tool only works on the active vertex group. All vertices keep their relative weights, but the entire set of weights is scaled up such that the highest weight value is 1.0.

../../_images/sculpt-paint_weight-paint_editing_normalize-example.png

Mirror

The Mirror Vertex Group tool mirrors the weights from one side of a perfectly symmetrical mesh to the opposite side. Only mirroring along local X axis is supported. Those vertices that have no corresponding vertex on the other side will not be affected. But note, the weights are not transferred to the corresponding opposite bone weight group.

../../_images/sculpt-paint_weight-paint_editing_mirror-example.png

With this option checked, every selected vertex receives the weight information of its symmetrical counterpart. If both vertices are selected, it will be a weight information exchange; if only one is selected, information from the unselected will overwrite the selected one. Information on weight is passed for the active group only, unless All Groups is checked, in which case it is passed for all groups.

Flip Group Names

Works with selected vertices that belong to vertex groups with “symmetrical names” (with components like “L”, “R”, “right”, “left”). All selected vertices that belong to the active group, or to the symmetrical of the active group, will have their assignation to that group replaced by an assignation to the symmetrical one; however, its weight will be preserved. If All Groups is checked, all assignations to these kind of groups will be replaced by the symmetrical counterpart, also keeping the old weights.

Operate on all vertex groups, instead of the active one.

Mirror for meshes which are not fully symmetric (approximate mirror). See here for more information.

Mirror to Opposite Bone

If you want to create a mirrored weight group for the opposite bone (of a symmetric character), then you can do this:

Delete the target vertex group (where the mirrored weights will be placed).

Create a copy of the source bone vertex group (the group containing the weights which you want to copy).

Rename the new vertex group to the name of the target vertex group (the group you deleted above).

Select the target vertex group and call the Mirror tool (use only the Mirror weights option and optionally Topology Mirror if your mesh is not symmetric).

Invert

Replaces each Weight of the selected weight group by × -1.0 weight.

Original 1.0 converts to 0.0

Original 0.5 remains 0.5

Original 0.0 converts to 1.0

Restrict the tool to a subset. See above The Subset Option about how subsets are defined.

Add vertices that have no weight before inverting (these weights will all be set to 1.0).

Remove vertices from the vertex group if they are 0.0 after inverting.

Locked vertex groups are not affected.

Clean

Clean Vertex Group Weights unassigns vertices from Vertex Groups whose weights are below the Limit. Removes weights below a given threshold. This tool is useful for clearing your weight groups of very low (or zero) weights.

In the example shown, a cutoff value of 0.2 is used (see operator options below) so all blue parts are cleaned out.

Note, the images use the Show Zero weights Active option so that unreferenced Weights are shown in Black.

../../_images/sculpt-paint_weight-paint_editing_clean-example.png

Restrict the tool to a subset. See above The Subset Option for how subsets are defined.

This is the minimum weight value that will be kept in the group. Weights below this value will be removed from the group.

Ensure that the Clean tool will not create completely unreferenced vertices (vertices which are not assigned to any vertex group), so each vertex will keep at least one weight, even if it is below the limit value!

Quantize

This operator uses a process known as Quantization which takes the input weights and clamps each weight to a number of steps between (0 — 1), so there is no longer a smooth gradient between values.

../../_images/sculpt-paint_weight-paint_editing_quantize-example.png

Quantize example (Steps = 2). 

The number of steps between 0 and 1 to quantize the weights into. For example 5 would allow the following weights [0.0, 0.2, 0.4, 0.6, 0.8, 1.0] .

Levels

Adds an offset and a scale to all weights of the selected weight groups. with this tool you can raise or lower the overall “heat” of the weight group.

No weight will ever be set to values above 1.0 or below 0.0 regardless of the settings.

../../_images/sculpt-paint_weight-paint_editing_levels-example.png

Restrict the tool to a subset. See above The Subset Option for how subsets are defined.

A value from the range (-1.0 — 1.0) to be added to all weights in the vertex group.

All weights in the Subset are multiplied with the gain.

Whichever Gain and Offset you choose, in all cases the final value of each weight will be clamped to the range (0.0 — 1.0). So you will never get negative weights or overheated areas (weight > 1.0) with this tool.

Smooth

The Smooth tool only works when “Vertex selection masking for painting” is enabled. Otherwise the tool button is grayed out.

Blends the weights of selected vertices with adjacent unselected vertices. This tool only works in vertex select mode.

../../_images/sculpt-paint_weight-paint_editing_smooth-example-1.png

To understand what the tool really does, let us take a look at a simple example. The selected vertex is connected to four adjacent vertices (marked with a gray circle in the image). All adjacent vertices are unselected. Now the tool calculates the average weight of all connected and unselected vertices. In the example this is:

\((1 + 0 + 0 + 0) / 4 = 0.25\)

This value is multiplied by the factor given in the Operator options (see below).

If the factor is 0.0 then actually nothing happens at all and the vertex just keeps its value.

If the factor is 1.0 then the calculated average weight is taken (0.25 here).

Dragging the factor from 0 to 1 gradually changes from the old value to the calculated average.

Now let us see what happens when we select all but one of the neighbors of the selected vertex as well. Again all connected and unselected vertices are marked with a gray circle. When we call the Smooth tool now and set the Factor to 1.0, then we see different results for each of the selected vertices:

The top-most and bottom-most selected vertices:

are surrounded by three unselected vertices, with an average weight of \((1 + 0 + 0) / 3 = 0.333\) So their color has changed to light green.

The middle vertex:

is connected to one unselected vertex with weight = 1 . So the average weight is 1.0 in this case, thus the selected vertex has changed to red.

The right vertex:

is surrounded by three unselected vertices with average weight = \((0 + 0 + 0) / 3 = 0.0\) So the average weight is 0, thus the selected vertex has not changed at all (it was already blue before Smooth was applied).

Finally let us look at a practical example. The middle edge loop has been selected and it will be used for blending the left side to the right side of the area.

All selected vertices have two unselected adjacent vertices.

The average weight of the unselected vertices is \((1 + 0) / 2 = 0.5\)

Thus when the Factor is set to 1.0 then the edge loop turns to green and finally does blend the cold side (right) to the hot side (left).

The effective amount of blending. When Factor is set to 0.0 then the Smooth tool does not do anything. For Factor > 0 the weights of the affected vertices gradually shift from their original value towards the average weight of all connected and unselected vertices (see examples above).

Number of times to repeat the smoothing operation.

Positive values expand the selection to neighboring vertices while contract limits to the selection.

The vertices to mix with.

Smoothing will smooth both selected and deselected vertices.

Smoothing will only smooth with selected vertices.

Smoothing will only smooth with deselected vertices.

Transfer Weights

Copy weights from other objects to the vertex groups of the active object.

By default this tool copies only the active (selected) vertex group of the source object to the active vertex group of target object or creates a new one if the group does not exist. However, you can change the tool’s behavior in the Adjust Last Operation panel.

For example, to transfer all existing vertex groups from the source objects to the target, change the Source Layers Selection option to By Name.

This tool uses the generic “data transfer”, but transfers from all selected objects to active one. Please refer to the Data Transfer docs for options details and explanations.

Prepare the Copy

You first select all source objects, and finally the target object (the target object must be the active object).

It is important that the source objects and the target object are at the same location. If they are placed side-by-side, then the weight transfer will not work. (See the Vertex Mapping option.) You can place the objects on different layers, but you have to ensure that all objects are visible when you call the tool.

Now ensure that the target object is in Weight Paint Mode. Open the Toolbar and call the Transfer Weights tool in the Weight Tools panel.

Adjust Last Operation Panel Confusion

You may notice that the Adjust Last Operation panel stays available after the weight transfer is done. The panel only disappears when you call another Operator that has its own Adjust Last Operation panel. This can lead to confusion when you use Transfer weights repeatedly after you changed your vertex groups. If you then use the still-visible Adjust Last Operation panel, then Blender will reset your work to its state right before you initially called the Transfer Weights tool.

So when you want to call the Transfer Weights tool again after you made some changes to your vertex groups, then always use the Transfer Weights button, even if the Adjust Last Operation panel is still available. Unless you really want to reset your changes to the initial call of the tool.

Limit Total

Reduce the number of weight groups per vertex to the specified Limit. The tool removes lowest weights first until the limit is reached.

The tool can only work reasonably when more than one weight group is selected.

Restrict the tool to a subset. See above The Subset Option for how subsets are defined.

Maximum number of weights allowed on each vertex.

Fix Deforms

The Fix deforms tool is used to modify an object’s nonzero weights so its deformed vertices are at a new defined distance. This is helpful to fix deformations because when complex models are deformed to their extreme poses, they are often visibly bumpy, jagged, or otherwise incorrectly deformed. Using this tool, you can smooth over the deformation.

To use the tool, select the vertices that you would like to move, either in Edit Mode or by using the vertex selection/mask. The operator can now be used and altered with these options:

The distance to move to.

The distance moved can be changed by this factor.

Changes the amount weights are altered with each iteration: lower values are slower.

Note that if it does not change, then there are no nonzero bone weights that are changed to make it closer to the intended distance.

Locks

Edit Mode and Weight Paint Mode

Vertex groups can be locked to prevent undesired edits to a particular vertex group.

Bones that belong to a locked vertex group are displayed in red the 3D Viewport.

Locks all vertex groups.

Unlocks all vertex groups.

Locks selected vertex groups.

Unlocks selected vertex groups.

Locks unselected vertex groups.

Unlocks Unselected vertex groups.

Lock Only Selected

Lock selected and unlock selected vertex groups.

Lock Only Unselected

Unlock selected and lock unselected vertex groups.

Inverts the locks on all vertex groups.

© Copyright : This page is licensed under a CC-BY-SA 4.0 Int. License. Last updated on 02/15/2023.

 

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