Weight Paint Guide: Difference between revisions

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(Created page with " =Weight Paint Transfer (By Omni)= <B>To make things not clip, transfer the weight paint from the bone of your nude body to your clothing!</b> *1. First, make sure you don't have any shape keys selected on either the mesh (select Basis) you want to transfer to or from. *2. Select the armature your models are bound to, shift-select the source model IN THE MAIN VIEW, NOT THE HEIRARCHY, and then shift-select the target model, in that order. *3. Change the viewport to Weight...")
 
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=Weight Paint Transfer (By Omni)=
=Weight Paint Transfer (Thanks Omni)=
<B>To make things not clip, transfer the weight paint from the bone of your nude body to your clothing!</b>
<B>To make things not clip, transfer the weight paint from the bone of your nude body to your clothing!</b>
*1. First, make sure you don't have any shape keys selected on either the mesh (select Basis) you want to transfer to or from.
*1. First, make sure you don't have any shape keys selected on either the mesh (select Basis) you want to transfer to or from.
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You might want to try changing the "Vertex Mapping" to "Nearest Face Interpolated" if the source and destination meshes are very unlike in shape. And maybe play with the Ray Radius.
You might want to try changing the "Vertex Mapping" to "Nearest Face Interpolated" if the source and destination meshes are very unlike in shape. And maybe play with the Ray Radius.
Also note that it might at first appear that the process didn't work because for some reason Blender likes to select a vertex group that has no weighting applied after the process finishes. So pick a vertex group that you are sure should have weight painting to see if it worked.
Also note that it might at first appear that the process didn't work because for some reason Blender likes to select a vertex group that has no weighting applied after the process finishes. So pick a vertex group that you are sure should have weight painting to see if it worked.
=Auto Weight Paint / Edit it (Thanks Omni)=
*1. select just the obj in edit mode
*2. press P to separate it out into a new mesh (temporarily)
*3. go back to object mode & select your armature
*4. shift-select the new strap object.
*5. Switch to weight paint mode and select only the bones you need to map to (probably hip and upper right leg) by ctrl-clicking the first bone, then shift-click any other bones to add to the selection.
*6. Go to the Weight menu at the top and pick “Assign automatic from bones”. This will automatically set some weights by bone proximity. That should get you 90% off the way there.
*7. You can rotate bones while still in weight paint mode by ctrl-clicking them and then press R (or double tap R for gimbal rotate). You can then manual paint while rotated to fine tune the mesh.
*8. You might also want to try to smooth weights automatically from the same menu while the two pose bones are still selected. Once you got it just right, go back to object mode, select the strap, then the main object (must be selected last) and press Ctrl-J to rejoin them into one mesh.

Latest revision as of 21:43, 1 April 2023

Weight Paint Transfer (Thanks Omni)

To make things not clip, transfer the weight paint from the bone of your nude body to your clothing!

  • 1. First, make sure you don't have any shape keys selected on either the mesh (select Basis) you want to transfer to or from.
  • 2. Select the armature your models are bound to, shift-select the source model IN THE MAIN VIEW, NOT THE HEIRARCHY, and then shift-select the target model, in that order.
  • 3. Change the viewport to Weight Paint mode (top left or ctrl+tab)
  • 4. Open the "Weights" menu (top left next to the viewport mode selector) and click "Transfer Weights".
  • 5. Ctrl+click on the bone in the viewport whose weights you are trying to transfer.
  • 6. ...?
  • 7. Profit.

If you want to just copy all the weight painting with vertex groups copied from the source mesh:

  • 1. Check shape keys are set to Basis.
  • 2. Clear all vertex groups from target mesh.
  • 3. Select just source and then target mesh.
  • 4. Enter weight paint mode.
  • 5. Weights menu -> Transfer Weights
  • 6. Change "Source Layers Selection" to "By Name".
  • 7. Change "Desintation Layers Match" to "All Layers"
  • 8. Clicky.

You might want to try changing the "Vertex Mapping" to "Nearest Face Interpolated" if the source and destination meshes are very unlike in shape. And maybe play with the Ray Radius. Also note that it might at first appear that the process didn't work because for some reason Blender likes to select a vertex group that has no weighting applied after the process finishes. So pick a vertex group that you are sure should have weight painting to see if it worked.

Auto Weight Paint / Edit it (Thanks Omni)

  • 1. select just the obj in edit mode
  • 2. press P to separate it out into a new mesh (temporarily)
  • 3. go back to object mode & select your armature
  • 4. shift-select the new strap object.
  • 5. Switch to weight paint mode and select only the bones you need to map to (probably hip and upper right leg) by ctrl-clicking the first bone, then shift-click any other bones to add to the selection.
  • 6. Go to the Weight menu at the top and pick “Assign automatic from bones”. This will automatically set some weights by bone proximity. That should get you 90% off the way there.
  • 7. You can rotate bones while still in weight paint mode by ctrl-clicking them and then press R (or double tap R for gimbal rotate). You can then manual paint while rotated to fine tune the mesh.
  • 8. You might also want to try to smooth weights automatically from the same menu while the two pose bones are still selected. Once you got it just right, go back to object mode, select the strap, then the main object (must be selected last) and press Ctrl-J to rejoin them into one mesh.