Painting Weights between two or more bones?

Anyone have this issue where you set weights for some faces in weight paint mode and if those vertices are shared between two more bones, the other bones still keep their initial values?

For example, if I set those vertices to a weight value of one for a particular bone using Shift K, those other bones still hold their initial weight values. I would have thought that the weight values of vertices shared between all bones is between 1 and 0, so if I set the weight of selected vertices to 1 using Shift K, all other bones vertices would be set to zero.

Is there a workaround or something I am supposed to enable to get Shift K to work in this manner? I tried normalize, it just redistributes the weight values between those bones.

Auto Normalize will do what you need. You can find it from the Options drop-down on the top-right of the view, or in the Options section of the tool settings.

Thanks. What about when using Shift k or set weights, since it doesn’t involve the paint tool, there is no way to auto normalize as you apply use the shortcut:

I feel this should be the norm for weight painting. All vertices should be between 1 and 0 and can be shared between bones.

Also is there a shortcut for toggling the face selection mask on and off (circled in yellow)? :slightly_smiling_face:

Also I noticed you can’t select another bone while the face selection mask is toggled on, you have to turn it off before you can select another bone. :slightly_smiling_face:

In the Weights menu (in weight-paint mode) there is te option to Normalize All. This will make the sum of all vertex groups come to 1 for each vertex.

The active vertex group will not be changed. The other groups will be adjusted to normalize the totals to 1.

You can also press the little lock icon next to a vertex group to keep its values safe.

I don’t think there’s a shortcut for the masking buttons. but you can right-click on them and assign one. :slight_smile:

You can’t pick a new bone in that mode, but you can select the vertex group directly in the Vertex Groups box. That might do the job.

Thanks a ton. Works fine now. Really appreciate the explanations.

Another view that can be handy, is to select a vertex in edit mode.

With a vertex active, the weights that are assigned to it will show up in the Item panel under the other values.

It can show all the vertex groups that the vertex is in, or just the ones assigned to bones that have Deform set. There’s also a Normalize button there which will normalize the values across the groups that are visible in that panel.

That is very useful. Thanks. :+1: