This approach really helped a ton. I struggle with weight painting a lot, so I've been managing the distance by altering the positions of bones and objects when assigning automatic weights. It is a very tedious workflow for me that doesn't always work. But your advice on assigning the weights for a specific selected bone is a game changer. Thank you for this very helpful tip!
Well, actuallly, there is a feature that makes a difference between if the bones deforms or not (you select the bone, and go control+W or shift + w, then select the deform option and disable or enable it)
Oh luciano, you might know this, but I found this quick tip for restrict all the geometry to one bone specifically. You select the group of your geo you want, press ctrl+g remove from all group already parented, then ctrl+g assign to active group (selected vertex group) And only the bone will be weighted with no other influence ^^ Do you think it is good for a workflow
I mean that sounds great but if you have other influences in that object like if you create vertex groups for use with modifiers or some simulations I'm guessing it would break them?, Im not saying its wrong or a bad workflow, Im just saying it might fit some particular cases and some others it probably wont :)
@@lucianomunoz Will you ever be making a series on how to create an ik rig that also works with rokoko mocap? Seems the only tutorial online for an IK rig that works with rokoko use child of modifiers on the IK Bones which isn't very useful if I want to use animation layers on just one rig
hi, hope you must do well. One query I have like in cloud_rig I added cloud_copy rig as a new rig to modify something or add some extra bones to control the weight area of the human character so, I added with new bone with Shift+A but like other bone, I cannot able to selected weight paint of that newly created bone? I added a new vertex group and assigned the weight also but cannot able to use that new bones as actually deforming the mesh area which is influenced by a weight of 1.0. So, any suggestion from your side..?
This doesn't work unfortunately, disabling lock object modes and paint masks and vertex selection also doesn't solve the problem. Because when switching to weight paint, the rig automatically switches to object mode
Thank you. I have a question: I have Vertex groups ready (Weight Paint) and Armature parenting to Object with Armature Deform, how can I linking the specific bone to specific Vertex groups without modify or change my Vertex groups or Weight paints?. For Example I have two vertex groups (LeftDoor, RightDoor) and two bones (Door_L, Door_R), I only want link the LeftDoor vertex group to Door_L bone and RightDoor vertex group to RightDoor bone. Help me please
Oh christ. I just figured out my problem. First off, disable Edit > Lock Object Mode. SECONDLY.. YOU HAVE TO MAKE THE ARMATURE THE ACTIVE OBJECT WHEN PARENTING IT TO THE MESH. AFTER THAT, THE MESH HAS TO BE THE ACTIVE OBJECT TO GET INTO WEIGHT PAINT MODE. Jesus christ. I don't know if I should be mad or embarrassed lol
This felt exactly like what I needed, I am trying to rig a hairstyle into am armature that has some specific bones for braids that I want to omit from the weighting, but for some reason this isn't working for me. I'm using a rigify model so i'm looking at the bones on the last layer, but following these steps it simply does not create a vertex group when I click the assign automatic from bones option. What could it be? EDIT: And I answered my own question! I was on the wrong layer!
after rifigy you need to: 1.- select layer deformations bones and all lines of rigify 2.- go to object mode and select mesh and lines (rigify) 3.- crtl + p and create automatic weights 4.- go to pose mode, deselect object block in edit 5.- select mesh from windows items list 6.- go to weight mode 7.- now you can select with control ctrl + click (rembember to hide armature bones, just need deformation bones and lines control to move while painting ) hope to help..
This approach really helped a ton. I struggle with weight painting a lot, so I've been managing the distance by altering the positions of bones and objects when assigning automatic weights. It is a very tedious workflow for me that doesn't always work. But your advice on assigning the weights for a specific selected bone is a game changer. Thank you for this very helpful tip!
Glad it helped!
Rigging doesn't scare me anymore, thanks Luciano! 💪
Well, actuallly, there is a feature that makes a difference between if the bones deforms or not (you select the bone, and go control+W or shift + w, then select the deform option and disable or enable it)
yup, this is different.
searched
. found. works great and im not even finished with the video. perfect. thank you
Gappy ti help
im just getting started with blender, and, man, your tutorials helped me so much! keep up the good work
Glad to hear it!
THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU
YOURE WELCOME YOURE WELCOME YOURE WELCOME YOURE WELCOME YOURE WELCOME YOURE WELCOME YOURE WELCOME YOURE WELCOME YOURE WELCOME YOURE WELCOME
I did not know that! Thanks for the great tips in all your videos! blender always surprises me with many of the hideen functionality :)
hey ! glad you're finding them useful! :)
life saver, thanks man
No problem!
Simplest tutorial ever for rigging, love your work
Glad you like it!, thank you very much!
Thank you!
You're welcome!
Thank you so much!
Thank you so much!
This was a great help.
Glad it was helpful!
Oh luciano, you might know this, but I found this quick tip for restrict all the geometry to one bone specifically.
You select the group of your geo you want, press ctrl+g remove from all group already parented, then ctrl+g assign to active group (selected vertex group)
And only the bone will be weighted with no other influence ^^
Do you think it is good for a workflow
I mean that sounds great but if you have other influences in that object like if you create vertex groups for use with modifiers or some simulations I'm guessing it would break them?, Im not saying its wrong or a bad workflow, Im just saying it might fit some particular cases and some others it probably wont :)
@@lucianomunoz Ah, it's true... Forgot about those...
Thanks for notifying that !
exactly what I was looking for, thank you!
Glad I could help!
Your videos getting better more and more. I corrage you with supporting
Keep it up
Thank you so much 🙏
Great episode! Weight painting is still one of those things that intimidates me
Glad i can help!
@@lucianomunoz Will you ever be making a series on how to create an ik rig that also works with rokoko mocap? Seems the only tutorial online for an IK rig that works with rokoko use child of modifiers on the IK Bones which isn't very useful if I want to use animation layers on just one rig
so helpful. thankyou somutch. keep up the good work.
Thanks, will do!
thank you
You're welcome
Great channel! I've learned so much about rigging. I hope to see more tricks from you soon!
thank you, happy its useful!
Thanks for the cool tips, I'll definitely use this the next time I have to weight paint some stuff for a Game Jam!
Ian! long time no see!, I hope the channel is proving useful!
@@lucianomunoz It is! Really happy to keep learning from you after all these years!
thank you so much! it saves my time
Glad it helped!
well that was realy usefull thanks
Glad it was!
exactly what i wanted thanks
Thanks really helpful tutorial! I don' usually like the persona of the tutorial maker (I don't know why) but you are awesome 😄
Thank you for such nice words!
Do you know how to weight paint for red and blue only.? Like separated parts
Thank you Luciano
Thank you for being here Carolina! :) 🙏
How to turn on this guy into my hierarchy window???
Neat trick! Thank you for sharing
You bet!
hi, hope you must do well.
One query I have like in cloud_rig I added cloud_copy rig as a new rig to modify something or add some extra bones to control the weight area of the human character so, I added with new bone with Shift+A but like other bone, I cannot able to selected weight paint of that newly created bone?
I added a new vertex group and assigned the weight also but cannot able to use that new bones as actually deforming the mesh area which is influenced by a weight of 1.0.
So, any suggestion from your side..?
gracias, buen video.
a ti!
It is nice for cutout rigging.
Yeah right?
Great Video!
Thank you !!
This doesn't work unfortunately, disabling lock object modes and paint masks and vertex selection also doesn't solve the problem. Because when switching to weight paint, the rig automatically switches to object mode
Yeah I think they've changed a bit how this interactions work in the newer versions
Thank you. I have a question: I have Vertex groups ready (Weight Paint) and Armature parenting to Object with Armature Deform, how can I linking the specific bone to specific Vertex groups without modify or change my Vertex groups or Weight paints?. For Example I have two vertex groups (LeftDoor, RightDoor) and two bones (Door_L, Door_R), I only want link the LeftDoor vertex group to Door_L bone and RightDoor vertex group to RightDoor bone. Help me please
change the name of the vertex group to match the name of the bone or vice versa
@@lucianomunozthanks, do you know any script or addon for this action?
not really
oh yeah i forgot about this
This helps a little with an idea I have about rigging hair. Is there a chance you could get into that?
you mean like this: ua-cam.com/video/f8CXQxUZV3s/v-deo.html ?
Thanks man exactly what i needed i appreciate 😁
Glad I could help
Oh christ. I just figured out my problem. First off, disable Edit > Lock Object Mode. SECONDLY.. YOU HAVE TO MAKE THE ARMATURE THE ACTIVE OBJECT WHEN PARENTING IT TO THE MESH. AFTER THAT, THE MESH HAS TO BE THE ACTIVE OBJECT TO GET INTO WEIGHT PAINT MODE. Jesus christ. I don't know if I should be mad or embarrassed lol
I did exactly this and it still doesn't work.
Thanks men helped me alot
Glad I could help!
@@lucianomunoz thanks men if every one were as kind as you everythng would be better
@@majid9218
Hey! At the end of the video ya got a typo: LOLLYPOman.com not LOLLYPOPman.com
lol! im an idiot ! xD, thank you !!
This felt exactly like what I needed, I am trying to rig a hairstyle into am armature that has some specific bones for braids that I want to omit from the weighting, but for some reason this isn't working for me. I'm using a rigify model so i'm looking at the bones on the last layer, but following these steps it simply does not create a vertex group when I click the assign automatic from bones option. What could it be?
EDIT: And I answered my own question! I was on the wrong layer!
i think that I have the same issue, can you clarify the layer issue for me plz ? thx
I some how locked the bone editing now can't extrude the bones and move them can you help me??
You need to be in armature edit mode to extrude.
Yeah i select armature then go into edit mode but still:/
are you sure youre going in edit mode in the right thing
man, agradeço muito seus tutoriais free e gostaria de saber se rola um tutorial bem completo sobre weight painting e rigging em pt-br? muito obrigado
sorry my friend i dont understand portuguese !
@@lucianomunoz Really? I thought you were Brazillian hsahushauuh Thanks.
Doing God’s work here.
What god?
It doesn’t matter, it’s a common saying around here; means thanks pls don’t stop.
I know, i was making a joke.
and how to remove weight from one bone
go to the vertex groups find the one with the bone name and delete it.
@@lucianomunoz excellent, it works thanks
If I created new bone into existing rig and want to set automatic weight only to this bone - how? 😤
I have a video on that
@@lucianomunoz You are lucky man )
am I tho?
@@lucianomunoz I dont speak wrond english
me neifer
It simple doesnt worke for me.
Weird.
after rifigy you need to:
1.- select layer deformations bones and all lines of rigify
2.- go to object mode and select mesh and lines (rigify)
3.- crtl + p and create automatic weights
4.- go to pose mode, deselect object block in edit
5.- select mesh from windows items list
6.- go to weight mode
7.- now you can select with control ctrl + click (rembember to hide armature bones, just need deformation bones and lines control to move while painting ) hope to help..
Doesn't work in 3.5.
no?!
doesn't work
it does
very hard to follow along, im tryring to do a simple snake rig and for a beignner this is extremely hard to follow..
sorry :(
Thank you!
Thank you!
Thank you so much!
Glad it helped!
Thanks!
You bet!