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.
>>1024178No stop, automatic doesn’t save old weight paint. Whatever crazy noob told you it’s not correct.
>>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.>>1024179You can save the old weights if you lock the vertex group.
>>1024178In 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/1913074465535037559But 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.
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