![]() Sometimes we want to avoid weight paint to spilling over into certain areas of our mesh. The radial option will create a circular area with the highest density in the middle with a gradient going outwards in all directions. In the operator panel in the lower left part of the 3D viewport we also have the option to set the gradient to be either linear or radial. ![]() Drag and release in the area the density should have decreased to zero.Press left-mouse button and hold where you want to be the densest part.In weight paint mode press T if the left-hand side toolbar isn't already visible.To use the gradient weight paint tool, follow these steps: Related content: Memory optimization for rendering in Blender This tool is especially useful when we are using a vertex group to distribute foliage and other objects that should be dense closer to the camera but can be less dense further away to save on memory. One of those tools is the gradient weight paint tool. But there is actually a handful of different tools in the left-hand sidebar that we access by pressing T. When weight painting it is common to simply jump over to weight paint mode and start painting without further thought. Related content: How to mirror in Blender Gradient weight paint Expand the symmetry section and check "mirror vertex groups" then choose the axis you want to mirror across. To mirror as we paint our vertex group, we can go to the properties panel and click the active tools and workspace tab. This will not actually mirror what we have painted, instead it will move the weight paint from one side to the other. If we want to flip weight paint from one side to the other, meaning that we don't mirror it, we just transfer it between the two sides of an object, we can do so across the X axis. Related content: Exporting and importing FBX in Blender Flipping or mirroring weight paint If you are interested in learning more about fbx import and export, you can read this guide. Your vertex group is now maintained and can be used in any other application that supports vertex groups.Go to file->Export->FBX and export using the default export settings.Go to your vertex group and rename it to "Bone" to match it with the name of the bone in your armature.Select your object, then shift+select your armature and press Ctrl+P.In object mode, press Ctrl+A and add an armature with a single bone.To export weight paint using the fbx file format, follow these steps: Related content: How parenting works in Blender We can export weight paints using the FBX file format but to do so the object needs to be parented to an armature and the vertex group need to be associated with a bone. Sometimes we need to export our weight paint to another application. So, you will have to go around the interface and add the new vertex group where you want to use it. Keep in mind that if you do this, any place where the removed vertex group was used, such as in modifiers or armatures will no longer maintain its link. Another alternative is to simply select the group and press the minus sign to remove the group and add a new one. Select the vertex group you want to clear weights from.Īll weight paint will now be cleared from the vertex group you selected in the list.Go to the data properties panel and expand the vertex group section.Select your object and press tab to go to edit mode.Similarly to assigning a particular weight to one or more vertices using the properties panel, we can also clear all weights in a vertex group.įollow these steps to clear all weight paint for a single vertex group: However it is a much more labour intense process than simply painting in weight paint mode. We can assign any weight we want to any vertices we want this way. Below the vertex group list you will find a weight slider, set it to the value you want your selected vertices to have.Expand the vertex groups section and select your vertex group or press the plus sign to add a new.Go to the mesh data tab in the properties panel, that is the green triangle icon.Tab to edit mode and make a selection or press A to select all.To weight paint all vertices in a vertex group, follow these steps: This might be useful if we want to have a starting point that isn't zero when we start to paint, or we might want to set all vertices to a value of one. We can set all vertices on an object to have the same weight at once.
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