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I have a question about my weight painting and rigging workflow.

Do anyone weight paint rigs by separating each limb into a diferent mesh (hand, fingers, arms, torso + limbs, feet, face, haircut) similar to how psx games did a similar technique.

But then selecting all the bones in edit mode, and then turning on and off their deform tab option, and then just selecting the bones I want to be active with the mesh I want them to affect, and only have those bones with the deform active button pressed.

And then pressing automatic weight paint in blender.
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>>1024178
No stop, automatic doesn’t save old weight paint. Whatever crazy noob told you it’s not correct.
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>>1024178
>similar to how psx games did a similar technique.
You should have made that your thread about psx rigging techniques instead of generic rigging.

>>1024179
You can save the old weights if you lock the vertex group.
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>>1024178
In the AOER course they do use stuff like separating meshes and selectively disabling the deform attribute so that is a thing indeed, but they only ever generate empty groups because they prefer the control offered by manual weighting.

Another trick they do use is weighting a simpler proxy mesh and using data transfer to the final mesh (very handy for gradients), and also weighting entire chains (like say a whole forearm or mouth loop) to a single bone in the early phases then selectively locking/unlocking vertex groups to distribute the chain's weights through all relevant bones.

I do know of uses of autoweighting, but that's for curvenet-style rigs, where you basically have a mesh of bendy bones covering the whole surface like that one: https://x.com/EdwardUrena_h/status/1913074465535037559

But it's more common to use that approach for just the face since it makes it so easy to weight an area that's gonna have tons of deform bones.
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No automatic tool works. You must still vertex crawl your whole mech checking it for spikes and holes and general fuck ups. You still have to expend the same a lunt of energy checking over the auto weights as painting them from scratch. I treat the automated weights as a guide for my manual painting



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