Paint weights¶
After skin binding, per-vertex weights determine how much each joint influences each vertex. The auto-bind gives sensible defaults; paint weights is the tool for fixing the spots it gets wrong.
Set the active joint¶
Rigging > Paint Weights > Set Active Joint (from selection).
With a joint selected, this tells the painter "the next strokes
write this joint's weights."
The View Panel tints the mesh by current weight: black = 0 influence, white = 1.0 influence, in between = partial.
Paint¶
Three painting modes:
| Mode | Menu / Hotkey | Effect |
|---|---|---|
| Normal | Rigging > Paint Weights > Paint at Cursor |
Stamp weight = brush opacity |
| Strong | Rigging > Paint Weights > Paint at Cursor (strong) |
Stamp weight = 1.0 regardless of opacity |
| Reset | Rigging > Paint Weights > Reset to Uniform (0.5 / 0.5) |
Reset selected vertices to balanced between two joints |
The Brush tool's size + opacity in the Tool Properties dock control the painting strength. Use a soft brush for smooth blends, a hard brush for sharp boundaries.
Verify mid-paint¶
A handy trick: pose the joint to a deformed position before painting. The mesh deforms with the current weights, so you can see in real time how your paint changes the deformation.
- Pose the joint chain via IK / FK to the most extreme pose you care about.
- Switch to Paint Weights.
- Brush vertices that look wrong; the mesh updates live.
- Reset the pose when done.
Weight constraints¶
Weights are subject to two constraints:
- Per-vertex weights sum to 1.0 (the painter normalizes automatically).
- Max-weights-per-vertex caps how many joints can have non-zero weight (default 4; configurable to 8). Painting a fifth joint's weight onto an already-full vertex pushes out the smallest influencing joint.
Mirror weights¶
For symmetric rigs, paint one side and mirror to the other:
Rigging > Paint Weights > Mirror Weights Across X.
The mirror copies weights from positive-X joints to their _R
counterparts (or whatever your mirror naming convention is in
Preferences > Rigging > Mirror Naming).
Smooth¶
Rigging > Paint Weights > Smooth Selected averages weights
between a vertex and its neighbors. Run a few times to soften a
hard boundary between two joints' influence zones.
Heat map¶
The same heat-map overlay from
Skin binding helps find vertices that ended up
with too many or too few influences. Toggle with View > Skin
Weight Heat Map.
Performance¶
Painting on a 10,000-vertex mesh runs at full pen frame rate (120 Hz tablets, 60 Hz mice). The Designer batches weight updates per stroke so the GPU stays warm.
See also¶
- Skin binding: set the starting point.
- Joint chains: the joints whose weights you paint.
- Brush > Quick start: the brush system the painter rides on.