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In the final part of the series I go over some extra tips and tricks that might come in handy throughout your weight painting misadventures. These are extra operators and tools that are very useful, but not essential. I also show off a small addon I made to reduce some of Blender's shortcomings when it comes to weight painting.
You can download the EasyWeights addon from here: https://studio.blender.org/pipeline/addons/easy_weights
@Demeter Dzadik hi, for masking you told by pressing V and after, B we can select the desired vertex but .....after pressing V.....B is not working that is boundary selection, therefore, is there any setting changed for masking..!! Also, one more thing like the armature modifier should be on the top right in modifier properties and but Q is where the subdivision modifier should be during deformation...we probably gonna add Lattice, Mesh deform, surface deform, and corrective smooth modifiers then what placement should I give of these...including subdivision modifier...? Also, one more thing as cloud rig doesn't have leg finger bones then which cloud chain I should use and is there anything else needed to tweak when adding some external def bones to function properly with other bones there and comes with "cloud_basic_human(Meta)..?
@Anmol Krishna While in Weight Paint mode with vertex or face masking enabled, B is for box select, yeah. You can just left/right click to select an individual vert/face, just like in edit mode.
You usually want to subdivide your mesh after deformation. As for all the other stuff, it's really just a question of what order you want the modifiers to be applied in... Especially with something like Lattice, it can be valid in different places in the stack depending on what you need. So really you just have to figure it out for yourself on a case-by-case basis. Surface Deform on the other hand, should be as high in the stack as possible, since it will overwrite any previous deformation.
You can use cloud_fk_chain for toes, or even just cloud_copy with a deform bone, since toes probably don't need super detailed controls or deformation.
You don't need to do anything special to add deform bones, you just add either a chain rig or cloud_copy, and weight paint as desired.
@Demeter Dzadik Thanks,
@Anmol Krishna hi, I got stucked adding cloud_copy to leg finger and did with pareting with Toes also and also checked create deform check box under cloud copy...but didn't able to move the fingers of leg ..Then I thought to check the weight of those new fingers bones but issue is I cannot find or select the weight paiting for those new cloud copy bones.....is there anything else to tweak in this which make newly created bones to really effecting the charcters fingers to move....?
It was useful. thank you. But it is very fast and need to be optimized for people who would like to know more details. Any chance to enhance?
@Ahmad Al Najjar I would like to re-make this one day, yes, but not soon; Perhaps after the new brush system and Attribute Edit are in Blender (so maybe 4.0).
I am a bit confused about the addon. I can't seem to find the Context Menu anywhere! Also, neither Ctrl/Shift not 1,2,3 work for switching between add, subtract and blur. BTW, if Ctrl/Shift is the new method, how will I switch between different bones while in weight paint mode?
@Benjamin Bass FYI, I tried on both 3.1 and 3.2
fantastic!
fantastic
Very useful video, thanks so much. My only suggestion is that you slow down to about half your current pace, you talk very fast!
very nice series sir. Thanks. I have find something in "assigning the shortcut for wireframe" if i select the mesh and than go to weight paint, shortcut is working perfectly. but if 01.select the rig 02.shift select the mesh 03.alt+tab and than go to weight paint. by this way i want to select my bones to see the weights. In this setting my shortcut for wireframe not working.
is there any way to assign shortcut in this setting. Or may be you can add something in the scripts. Thanks :)
@Tajinder pal singh Heya! Yeah, where each shortcut actually works depends on which category it was created in in Preferences->Keymap. This is not very intuitive, because this design is quite outdated and needs an update. If you create your shortcut in the "3D View (Global)" category, then it should work in any mode. (Sadly there's also no way to move a shortcut from one category to another, so you'd have to delete your old one and create it somewhere else.)
@Demeter Dzadik Yes i think so. i need some updated :) Thanks
unfortunately the addon isnt showing up when i look for it in preferences. All i see is "rigging: easy weight" addon when typing in easy weight
@Jadon Montgomery nvm i got it :)
I paid for the blender cloud subscription to learn about weight painting. I listened and watched the videos and I am terribly disoriented. You teach a class that looks like they are chasing you, surely if there were traffic police they would have already taken your driver's license. The videos look like a mess to me. Hopefully better videos can be made.
@luispalacios1301 I appreciate the feedback, even if harsh, I see what you mean. It's a pretty fast moving tutorial, and a bit haphazardly recorded and edited.
I would like to improve at this style of tutorials, and have far fewer cuts and retakes, and better pacing.
Thanks! The add-on is exactly what I needed. Blender should have it built-in. Good work!
This was an excellent course! The inclusion of the custom context menu is much appreciated as well; I really don't want to weight paint without it anymore. :)
Fantastic! I have been waiting for something like this and can’t wait to put these tips into practice. Not to sound ungrateful but could we get a fourth video of a live real time demo with you painting final weights on problem areas like shoulders, elbows an knees? Thanks for these great videos!
*@Vince Russell* Thank you, I will consider making something like that, perhaps with one of the characters from the next project.
Amazing tips. Thanks for sharing these, Demeter. 👍
Awesome, thanks a lot Demeter!
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