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Weight Paint

Bind a cutout mesh to the rig and refine its bone weights. The panel is mesh-only - it warns when the active element is a sprite. Bind plus the resulting weights export to the Polygon2D; the edit / snapshot / transfer tools are blender-side.

Bind

Builds the vertex weights that let the rig deform the mesh. Mode picks the algorithm: Bone Heat is the Blender-native default; Proximity / Envelope / Single-nearest / Empty are F3-redo fallbacks.

Per-bone Soft / Hard overrides a single bone's falloff. Soft shares weight smoothly with neighbours (cloth, hair); Hard gives a crisp single-nearest boundary (finger joints). A bone with no override uses the mode's default family.

Edit Weights

Enters a modal weight-paint session on the active group with a provenance overlay (auto-seed vs hand-painted verts). The brush-curve presets (Hard Edge / Soft Falloff / Crease / Smooth Blend) shape the brush for common 2D tasks. Bind first - the button is disabled until then.

Snapshot

The weight snapshot stores, per vertex, a UV anchor plus its weights and provenance. Preserve weights on regen snapshots the weights by UV before an automesh re-run and reprojects them onto the new mesh (off = the regen wipes paint); Reset to Last Saved Weights reverts the live weights to that snapshot.

Sidecar IO

Exports the weight snapshot to a JSON file, or imports one back - useful for version-controlling weights in git or moving them between files. Import loads the snapshot; run Reset to Last Saved Weights to push it onto the live mesh (the topology must match).

Weight Transfer

Copies weights from the active mesh to every other selected mesh by nearest world-space vertex - an imprint for layered or split cutouts that overlap a rigged base. Target verts beyond the Max Distance (F3 redo) get no weights.