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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. It shows the target rig (picked in the Skeleton panel) that the subpanels act on. Bind plus the resulting weights export to the Polygon2D; the edit, snapshot, and 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 the alternatives (Proximity adds Max Distance and Falloff Power fields). The Bind to Target Armature button is disabled until a rig is picked.

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), and the X clears an override back to the mode default. The overrides apply only to the planar modes - under Bone Heat the box shows a hint, because Bone Heat ignores them. The list scrolls so a many-bone rig does not push the Bind button off-screen.

Edit Weights

Enters a modal weight-paint session on the active group with a provenance overlay (auto-seed vs hand-painted verts). The button is disabled until you bind (it needs a populated snapshot); once you are painting it turns into Exit Painting Mode. The brush-curve presets (Hard Edge / Soft Falloff / Crease / Smooth Blend) shape the brush for common 2D tasks. A Viewport display box surfaces Blender's own Weight Opacity and Zero Weights levers so the texture shows through the gradient while painting. Clear Empty Vertex Groups drops groups left empty by re-binds or edits.

Snapshot

The weight snapshot stores, per vertex, a UV anchor plus its weights and provenance (auto-seed / hand-paint / reprojected); it is the safety net that survives a mesh rebuild. 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). A pill reports the paint / seed / reprojected counts, and Reset to Last Saved Weights reverts the live weights to the snapshot.

Below that, named save points: Save Snapshot adds a manual save point (unbounded), and the Edit Weights modal adds a few rolling auto-snapshots per session; each row restores its snapshot. Export Snapshot and Import Snapshot write the snapshot to a JSON file or load one back - useful for version-controlling weights or moving them between files. Import pushes the weights onto the live mesh when the topology matches; otherwise it stores the snapshot only (re-run Automesh with Preserve weights on regen to reproject).

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 (the panel field, also exposed in the F9 redo) get no weights.