使用顶点组¶
骨骼顶点组¶
This is one of the main uses of weight painting. While you can have Blender generate the weights automatically (see the skinning section), you may want to tweak them or even create them from scratch, especially around joints.
过程如下:
选择骨架,按 Ctrl-Tab 键使其进入 姿态模式。
确保位于顶栏的
未勾选。选择网格对象然后进入 权重绘制模式。
确保在 3D 视口的标题栏中选中了 骨骼选择。
使用 Alt-鼠标左键(或 Shift-Ctrl-鼠标左键)选择骨骼。这将激活骨骼的顶点组,并在网格上显示其当前权重。
使用 鼠标左键 为骨骼绘制权重。
Note
在此模式下,一次只能选择一根骨骼。
Tip
The bones are likely embedded inside the mesh, making them invisible and unselectable. To get around this, you can enable In Front for the armature.
If a bone doesn't have a vertex group yet when you start painting, Blender will create one automatically.
If you have a symmetrical mesh and a symmetrical armature, you can use Mirror Vertex Groups to automatically create vertex groups and weights for the other side.
粒子顶点组¶

粒子散射的权重绘制。¶
By selecting vertex groups in the Vertex Groups panel of a particle system's properties, you can have different particle densities, hair lengths etc. across different areas of the mesh.