Weight paint blender как стирать
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Weight paint blender как стирать

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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. 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.

Mirroring only works when the object’s rest pose is perfectly symmetrical across the X axis.

../../_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.

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.

Locks selected vertex groups.

Locks unselected vertex groups.

Lock Only Selected

Lock selected and unlock selected vertex groups.

Lock Only Unselected

Unlock selected and lock unselected vertex groups.

Unlocks all vertex groups.

Unlocks selected vertex groups.

Unlocks 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 08/01/2023.

Blender reset weight paint

In order to reset the weight paint in Blender, you need to first go into the "Weight Paint" mode. To do this, simply click on the "Weight Paint" button in the mode bar at the top of the screen. Once you're in Weight Paint mode, you can press the "R" key on your keyboard to reset the weight paint.

Related questions:

Q: How do you reverse paint weight?

A: There is no single answer to this question since there are various ways to reverse paint weight. Some methods include using a light box, painting from dark to light, or painting with a thicker layer of paint on top.

Q: How do you remove weight paint from bone blender?

A: There is no one definitive answer to this question as it can vary depending on the software and version you are using. However, in general, you can remove weight paint from bones in Blender by selecting the bones you wish to remove the weight paint from, and then going to the Weight Paint menu and selecting the "Remove Weight Paint" option.

Q: How do you paint weights in blender?

A: There are a few ways to paint weights in Blender:

Weight Paint mode: With your object selected, go into Weight Paint mode in the Object Mode toolbar (or press Shift+Ctrl+Tab). In Weight Paint mode, you can use the various painting tools to paint weights on your object.

Weight Sliders: With your object selected, go into the Properties editor (press N while in the 3D view). In the Properties editor, there is a tab called "Weights". Here, you can use the weight sliders to manually adjust the weights of your object's vertices.

Weight Gradient Tool: With your object selected, go into Weight Paint mode (or press Shift+Ctrl+Tab). In the Weight Paint mode toolbar, there is a tool called "Weight Gradient". This tool allows you to paint a gradient of weights on your object.

Weight Paint Falloff: With your object selected, go into Weight Paint mode (or press Shift+Ctrl+Tab). In the Weight Paint mode toolbar, there is a drop-down menu called "Falloff". This menu allows you to select how the weights are applied when you

Q: How do you Symmetrize weight in blender?

A: There isn't a built in function to symmetrize weights in Blender, but you can achieve the same effect by using a combination of the Mirror Modifier and the Weight Paint mode.

Select the object you want to symmetrize.

In the Modifiers panel, add a Mirror Modifier.

In the Mirror Modifier settings, select the Mirror Axis that you want to use.

In the Weight Paint mode, select the group of vertices that you want to symmetrize.

How to Weight Paint in Blender?

As a 3D artist, I know Blender weight painting can be intimidating. Creating a pattern of vertex color intensity controls the rig's deformation. Relax! Here's a step-by-step guide to weight painting in Blender. You'll master this process with patience and practice.

What is weight paint in Blender?

Please enable JavaScript

Weight paint in Blender is one of the most crucial tools I use as a 3D artist. You can give objects different weights using the incredibly powerful and adaptable weight paint tool, which in turn affects the object's physics simulation and other modifiers.

I can use weight paint to give any 3D model or character rig's vertices a specific weight. This can be used to manage hair particle modifiers, physics simulations, and how particles spread across emitters like smoke or water droplets. In addition, by defining how much each vertex should move when deformed under specific circumstances, it can be used to add intricate details and animations to a scene, such as adding wrinkles to fabric or deforming skin.

Gaining some practical experience is the best way to comprehend what weight paint does. I suggest looking up some in-depth Blender tutorials online that provide step-by-step guidance for setting up your own projects involving weight painting if you want to start learning more about this topic. You'll quickly realize why Blender's weight painting feature is so essential for bringing gorgeous 3D models and animations to life once you become familiar with its fundamentals.

How do you put weight in paint mode?

You can easily enter the paint mode using CTRL + TAB shortcuts.

You could alternatively navigate to Weight Paint mode in 3D View's Mode selector if the shortcut isn't working for you. Once selected, your options appear on a Tool Shelf to the right of my screen, including a Brush tool, Smooth tool, Weight Gradient tool, and Weight Sample tool, allowing you to quickly adjust weights and features.

In Weight Paint mode, I can use rainbow color spectrum to indicate weights. To apply a weight one-third of its maximum value, I would select an orange-ish red color from Blender's Color Ramp menu. This visual cue helps me track where I've applied different weight levels across my model or scene, which is useful when creating complex animations or simulations.

Using these tools and settings gives me complete control over how each vertex affects its environment, allowing me to create compelling designs faster than ever.

How to Erase Weight Paint in Blender?

First open the 3D viewport and select the mesh to edit. Press CTRL + TAB to enter Edit mode after selecting your mesh. Then choose Weight Paint from the Mode menu.

Next, deselect any selected vertices in the vertex group with weight paint. Set all deselected vertices' weights to 0 in the Properties panel > Data section > Vertex Weights tab > Group by entering "0" without quotes in the Weight column for each weighted vertex group. All those weights are now zero, so they've been erased.

After erasing weight paint from your model, use the Brush tool or Smoothing brush tool from the Tools palette to smooth out edges or gradually apply new weights. Using proportional editing mode (Alt+O) smooths out edges with abrupt weight changes.

Weight Paint Blender Not Working

There are quite a few reasons weight paint may not be working for you in Blender.

First, you need to make sure you go to the edit mode and select all vertices before applying weight paint. Another reason could be that you're using older version of the software. For example, it had known issues up to version 2.81a. Simply make sure you are using the latest bug-free version!

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.

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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.

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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 .

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