Weight painting explained???

I’ve been rigging for a while though I’m still relatively new, but I’m curious as to the exact function of some of the weight painting tools, especially the “All Faces” option. This never appears to do as the tooltip text suggests (i.e. all faces under the brush) even if I shrink my brush sizes down, and attempt to paint a few faces (as seen in wire mode switched on in weight paint), it nonetheless paints a whole entire area outside of my brush. However, I am beginning to think this means literally ALL faces on the mesh in the general area where I am painting, is this true? The vertex distance as such is pretty self explanatory but doesn’t really enable accurate weight painting at all as it either paints nothing (even with weight set to 1) or so slowly through the range of weight colours, that it takes too long to complete.

It appears as though the only real accurate(ish) way of applying the correct weights to the armature bones is a good use of clipping planes and switching the subsurf on and off (depending what needs to be looked at (i.e. if the painting was accurate to the bone, its far easier here to view the results in pose mode with subsurf on. However this way remains extremely drawn out, I’m sure my weight painting techniques are lacking some obvious methodology or is blenders weight system )for use on bones anyway) as such?

I’m using the latest CVS build 2.4 (rc 2). Can anyone help, I really do not wish to revert to creating manual vertice groups on my armatures?!

DokMok:spin:

Does it help to say that weight painting refers to vertex weight, not face weight?

I understand that, but despite that the tool is very difficult to comprehend, I simply cannot see its true function

I’m still using cvs, not RC version but I’m sure there won’t be much, if any, change.

“All Faces” means as it suggests, that any face that comes within the radius of the current brush will receive some weight on its vertices. The radius is visible if the brush is moved while active.

“Vertex Dist” affects the application of weight to a vertex based on its distance from the brush centre. The further away it is, the less weight it receives but weight increases if the brush is moved toward it. It works best if “Soft” is also turned on - otherwise it is basically the same as painting with “All Faces” turned off as it applies weight evenly to vertices within a specified region.

If you turn “All Faces” and “Vertex Dist” off, then with weight set to 1.00, equal weight (1.0) will be applied to every vertex forming the face immediately under the brush tip. No radius will be shown as it is irrelevant.

If you turn on only “All Faces” then you will see a radius as you move the brush and note that every vertex of every face touched by the radius will receive equal weight - that’s why you appear to be painting outside the radius - you are. Setting the radius extremely small contradicts the general point of “All Faces” unless by small you mean small enough to still touch more than one face.

“Soft” is pretty obvious - it fades the region of influence when used together with Vertex Dist.

Various combinations of the three buttons will appear to deliver the same results but the best way to come to grips with them is to just subdivide (four or five times) and subsurf a regular cube. Turn on “Wire” in weight Mode then play around. Note: Turn “Optimal Draw” on in the subsurf modifier as I’m pretty sure the paint brush ignores the virtual edges generate by the modifier and only paints real geometry (this “may” explain the apparent “nothing” that sometimes happens as subsurf can often disguise the true location of the face you think you’re painting. Optimal draw won’t fix the worst cases of this but it will make it a little easier for you to see real faces and not waste time painting edges that don’t even exist).

The rate at which the weight is applied is controlled by the Opacity slider (or buttons). If you’re finding the change too slow, push the opacity up. Note that weight applies between vertices so even if Soft is turned off, the edges of painted regions will still appear soft as the weight must transition from painted to unpainted vertices.

As for the other buttons, hmmm - I haven’t used them and can’t advise. Some are obvious, others less so.

I really do not wish to revert to creating manual vertice groups on my armatures
In my experience (very limited), manually creating vertex groups can be a very efficient way of creating major weight regions - often much faster and more accurate than painting. Face-Loop selection is very useful here. I use weight painting to touch-up the crossover regions affected by more than one bone rather than generating major areas of full weight.

One very quick methodology is to select a bone in Pose Mode, switch to weight mode (or select bone while in weight mode!), quickly paint just one associated vertex to automatically create a correctly named vertex group then switch to edit mode, select all associated vertices/faces using loop selects, B-key select, etc, then “Assign” these to the selected vertex group. Switch back to Weight Mode if you want/need to soften up edges. This should get 80-90% of the assignments done - after that it’s down to careful adjustment with painting.

AndyD: Thank you for the information. Also that last bit is a very clever way to create named vertex groups.

I’ve put everything I know about weight painting into this article. And I thought weight painting is horrible until I discovered the select mode.

http://mediawiki.blender.org/index.php/Manual/Weight_Paint

Wow! Excellent work. I didn’t know about the select modes! I’ll have to mess with this and see where I need to use it. Thanks.

I don’t have VGroups so I guess it’s new in 2.43.

Thanks for the link. Until now, I didn’t know that the select-stuff existed.

Aligorith

Yes, thanks for the Link !
It will be very usefull as I’m currently fighting with a rebel rigged character !
One thing that I have never been to understand is the use of the Weight parameter (Bone deformation weight ) in the Bones Armature panel…
As for the mesh deformation, weights are applied to the vertices by weight painting or using vertex groups, what is the bone weight for?
I thought that it was a multiplication ratio, but this parameter seems to have no influence at all on my character mesh…
Philippe.

I have pretty good experiences with weight painting, except for this:

I usually start by painting large regions of the model (hands, legs etc) and then I refine it (facial features for example)

When I start with the fine detail (lips), those vertices are usually already assigned to the head, so I un-paint them (paint with weight 0), and then I repaint them to the lips bones.

I have faced this problem: sometimes single vertex is assigned to multiple bones, so it is very hard to unpaint undesired bones…

QUESTION: is there a way to select vertex or group of vertices and remove all weighting for them?

> > One thing that I have never been to understand is the use of the Weight parameter (Bone deformation weight ) in the Bones Armature panel...

It’s difficult to explain (for me because I type so slow by the time I get to the end of the sentence I’ve lost my train of thought) but I’ll try.

It only applies to Envelopes and Envelopes (at least, all the hidden features of envelopes)only really work if you Ctrl-P >> Armature >> From Closest Bone (not with a Modifier). Then in Pose mode you select the Mesh and go into WeightPaint mode, select a Bone and W >> Apply Vertex Groups (you can Alt-S on the bone, do the W thing again, to get a different weight painted. Turn off Vertex Groups and turn off Mult on all bones if it’s on (this doesn’t really matter if Vertex Groups is off). Now your Bone Weights will affect the Mesh, (or Verts).
http://uploader.polorix.net//files/111/FlighBnWts.blend
In this .blend I have set the Bone Weights on bones 001 and 002 up to 1000. If you drag that value lower you will see the result.

%<

Many thanks indeed to All but special respect out to AndyD. The real problem I believe is when I have select all faces on, it appears to paint outside the Brush radius also hence my outward confusion ( and yes vertex distance was off) could this be I wonder in cases where a vertex shares groups with one bone as mentioned?

@Fligh :
Yes ! Thanks a lot ! I should have thought about this… but I have never used envelopes before… Maybe I should try them.
Philippe.