Hey everyone,
I’ve been working on rigging hair models in Blender 4.4.3 to use as poseable references in Clip Studio Paint 5.0.4, exporting as FBX (also tested GLB, same result).
What works: I did Ctrl+P → Armature Deform with Automatic Weights, then exported it as FBX with ‘selected objects’ and ‘only deform bones’ checked and ‘add leaf bones’ and ‘animation’ unchecked. CSP recognizes the rig perfectly.
My current issue: Ctrl+P → Armature Deform with Empty Groups, then I manually assigned vertices to bones via Edit Mode vertex group assignment, and in Weight Paint I used Smooth in ‘Weights’ to even it out, but CSP imports it as a static object; it doesn’t recognize the rig.
What I’ve verified: The Armature Modifier is present on all meshes and bound to vertex groups.
All vertices are assigned; there are no ungrouped vertices (checked in Edit mode, then Select, Select by Trait, Ungrouped Vertices. None light up on any mesh).
Deform bones checked on all bones via Edit Mode.
Correct export settings (selected objects, only deform bones, no leaf bones, no animation).
Parent connection to the right armature is confirmed on all meshes.
Does anyone know what automatic weighting adds to the FBX data that manual assignment doesn’t? Is there a specific step I’m missing? I’m so extremely bummed right now…
For years I’ve wanted to learn how to rig, as finding someone long-term to rig for me has proven impossible. Besides, I prefer to learn myself, as I’ll have full control and won’t feel like a burden.
I’d be immensely grateful if someone with knowledge of Clip Studio Paint and Blender could help me on this one! Ask me anything.
Thank you in advance!
P.s. I’m very new here; if this is the wrong place to ask, please let me know where to post <3

