Blend weight Tool
hello! if I would like to rig this spring the most effective way to is to set two bones one at the top and one at the bottom but the problem here is that how to weight paint them
suggestion #1 is to add (Blend weight tool) like in 3Ds Max. Select the first bone and give it full influence on all the vertices then select a loop on the other side and blend them.
suggestion #2 is to add connected only option to gradient tool based on selected vertices in weight paint mode. So, I will select the first bone then select a vertice loop and that's where the gradient will start through the connected vertices.
9 Comments
Hi, there is a way to get the gradient right from U or V component after manual unwrap. Just separate the named attribute "UVmap" with GN and set the x or y output to your vertex group points. You need to use a Hook on the first loop to the bone to avoid stretching then. Otherwise the usual weight parenting will have stretching.
that would be a hustle 😂
I know but it's not correct to use it in many cases without having a connected only option. If you used it in the model in the photo, in every loop the vertices will not have the same influence. which will cause stretching in the spring itself. also, if you used it in rigging fingers it will affect the other fingers. and we surely need better way to rig fingers and joints in blender.
FWIW this setup solves your problem with built-in Blender resources, not particularly easy, but not difficult either, so if you're in a pickle this works. It should also work with any mesh shape and probably has scope to be made into a Node Tool.
drive.google.com/file/d/1A83N8XchwBLRkx8B0VV40_XMMN8S0Eij/view
This type of solution is probably the way to go as I don't think a general built-in solution will work in all cases.
thank you for this method but don't you think if it is better to have such tool that I suggested. in complex rigs that would be more efficient.
I am open to discussing how it should work to be easier as I only gave a rough idea to solve that issue
We do already have a gradient tool in weight paint mode:
this affects not connected vertices
I feel suggestion #2 is more user friendly and creative more than 3ds Max method. Also, this can be used in many cases like finger in characters it's not easy to weight paint them in blender