I want to have all control on the mesh for a good deformation, for a rigs of characters facial expression. Learn how to build it, was so hard ruclips.net/video/TTa_2IQodR8/видео.html
Can a group of vertices whose vertex weights be a radial or linear gradient be removed, a part, a sector from that group... to give it to a new empty group, without having to weigh that group again? And that the two groups move smoothly? For example to move an eyelid with 3 bones? And if we think about it, why not move an eyelid with 10 bones? And let it move harmoniously
Justin: another video with a relative golden gem, These are a rare thing as most gems are buried in paid "courses" and may only be briefly mentioned in said courses. These concise videos are golden as those looking for this information don't have to scrub through hours of video to find what is needed for a refresher or otherwise. Thank you!!!!!
after finishing the video it was obvious the information went into more depth than I was expecting. My brain was going into overdrive with some ideas I had not recently thought of. Thanks again Justin, great video...
best general explanation for vertex groups I've seen. most of the time they are explained just enough for a specific task like bone weights. much thanks
I am using vertex groups to modify the slope of a terrain mesh around a home I am designing. I grabbed all the vertices within 3-5ft around the foundation so I could hide them while sculpting the terrain mesh. I am able to keep those hidden vertices unaffected by the mesh sculpting which allows for realistic terrain sloping right up to the area surrounding the foundation of the home. This video was very helpful.
WOW just by watching this I had tons of ideas when I watched you use vertex proximity and how you can use this in animations too and your explanation is great and simple , thank you so much
Okay, this is actually good news showing a lot of functionality for Blender. This is not what I've been using vertex groups for, but lets me know how to assign them anyway! This is all new to me which is a good thing. Kudos!
I'm a complete noob, and simply wanted to be able to conveniently select parts of my model as I was pulling the verts around. Interesting to see the more advanced applications, so I'm going to bookmark this video to come back to in er... a year or two? LOL. Oh, and thanks for the highlight on your cursor - it makes it much easier to see what you're doing and follow along.
Been adding vertex groups today to the Dropships I'm doing for a mates game. Wasn't sure what I'd be using the groups for, will be making them Vertex colors tho so we can manipulate the texture colors in UE4. After seeing the weight paint it got me thinking how I could use it in my edge grunge material mask instead of the Pointiness value from the Geometry node as it's hard to get it and the ColorRamp to a satisfying level. But it's 3am so that's an experiment for tomorrow, so glad I jumped on here before bed.
Well the vertex colors didn't work they way I thought, the UE4 tutorial had crisp solid colors so now I'm just trying to do a mask to manipulate a single baked textures color. At least I'm learning new things.
I (probably) will use geometry nodes for a shipping container I'm making. It might be easier than modeling every single little detail, to just assign vertices to expand outwards more. Allows it to be more customizable, too.
Awesome Tutorial! Could you do a material id tutorial one day. I’m looking to bring a model from blender into Quixel Mixer and add materials to various sections on a model.
I'm wondering if I can use the Vertex Weight Proximity modifier to control bevels, in a non-destructive work-flow ? Say you have a first, cut object boolean-modified by a second, cutting one, creating "virtual edges". The idea would be to use the proximity of the second object to choose which vertices of the first one to apply a bevel to. Is that possible ? (Note: I'm very new to Blender modelling)
@thecgessentials Is there a way to select a vertex group? I'm not talking about selecting vertices and assigning them. I'm talking about once the vertices has been assigned to a group, lets say I want to reselect those vertices... Instead of going through the trouble again of selecting all those vertices, can I just select the group from the groups in the object info panel?
I have a simple cube, with one face under a vertex group, the particle system is limited to that group yet it is still showing hair on every face, is this a bug?
Hi Justin, thank you for an awesome tutorial! It helped me get a better understanding of vertex groups and weight paint in general! Would you be able to explain how I can add/assign a different material to a weight painted area? I'm using the method of "dynamic paint", where I would like to animate the brush over a canvas with one material, and apply a different material to the part of the weight that's being generated by the animation. I'm outputting the weight into a vertex group, but can't find a way of assigning a new material to it. As per your tutorial, modifiers can be assigned and even particle systems, but just can't figure out the material. Any ideas? Thank you! :)
nothing I use Max selection Set , edge group feature and edge edit modifier and cant live without it...blender dev.and status as vertex only group program is boring.... try to select & save a vertex group but you want a edge group....it kills a complete workflow.. Marking edges and select this always again by hand is so muscle hurting I blender not developing in modelling since years is a sad.. right click sel.. had so much cool ideas but the dev. ignored it...
Hi everyone! Let me know what you're doing with Vertex Groups in the comments below! :)
I'm using it to mask a wireframe effect and be able to animate it.
I want to have all control on the mesh for a good deformation, for a rigs of characters facial expression.
Learn how to build it, was so hard
ruclips.net/video/TTa_2IQodR8/видео.html
Can a group of vertices whose vertex weights be a radial or linear gradient be removed, a part, a sector from that group... to give it to a new empty group, without having to weigh that group again? And that the two groups move smoothly?
For example to move an eyelid with 3 bones?
And if we think about it, why not move an eyelid with 10 bones? And let it move harmoniously
it is possible make a plane animation deform by ball?
having a hard time animating and weight painting from automatic generation.. gonna try this cant rig properly
Justin: another video with a relative golden gem, These are a rare thing as most gems are buried in paid "courses" and may only be briefly mentioned in said courses. These concise videos are golden as those looking for this information don't have to scrub through hours of video to find what is needed for a refresher or otherwise. Thank you!!!!!
after finishing the video it was obvious the information went into more depth than I was expecting. My brain was going into overdrive with some ideas I had not recently thought of. Thanks again Justin, great video...
This is a real good and comprehensive, clear tutorial about how vertex groups work. Thank you very much, Justin, for creating and sharing!
best general explanation for vertex groups I've seen. most of the time they are explained just enough for a specific task like bone weights. much thanks
I am using vertex groups to modify the slope of a terrain mesh around a home I am designing. I grabbed all the vertices within 3-5ft around the foundation so I could hide them while sculpting the terrain mesh. I am able to keep those hidden vertices unaffected by the mesh sculpting which allows for realistic terrain sloping right up to the area surrounding the foundation of the home. This video was very helpful.
WOW just by watching this I had tons of ideas when I watched you use vertex proximity and how you can use this in animations too and your explanation is great and simple , thank you so much
i just have to say all your tutorials are perfection and are really helpful
Okay, this is actually good news showing a lot of functionality for Blender. This is not what I've been using vertex groups for, but lets me know how to assign them anyway! This is all new to me which is a good thing. Kudos!
i am from Pakistan. Your way of explaining is great. I understood very well about vertex group. Thanks
Thanks for all your videos on this channel for blender, I learn a lot from them.
I'm a complete noob, and simply wanted to be able to conveniently select parts of my model as I was pulling the verts around. Interesting to see the more advanced applications, so I'm going to bookmark this video to come back to in er... a year or two? LOL. Oh, and thanks for the highlight on your cursor - it makes it much easier to see what you're doing and follow along.
Honestly, I think this should be two tutorials. First one how to manage vertex groups and apply modifiers to them. Second weight painting.
THX. More MYSTERY uncovered in Blender by One Who Knows. Thanks again. Using it now to isolate various areas in my Landscape Grid.
Dude , your voice tone is so cool keep it up , superb work btw !
Of course thumps up. This is very helpful for intermediate and advanced blenderers
Very helpful. Thank you.
Would love more ideas about this subject.
Nice,came here cause gonna learn fur making in Blender but there are realy other interesting tips about vertex groups and weight setting.
You know you are very good easy to follow thanks for all the videos!!!
great tutorial... it's easy understand. ..thanks so much
Awesome video! Learned a lot about vertex groups that will help me rig my characters. Thanks!
Glad it helped!
Very cool feature!
THANKS👏👍👌
This was a great tutorial. Thank you, your channel is amazing.
Great tutorial. Really simply explained. Thanks so much
VERY helpful! Thanks so much.
Nice explanation 👏
Been adding vertex groups today to the Dropships I'm doing for a mates game. Wasn't sure what I'd be using the groups for, will be making them Vertex colors tho so we can manipulate the texture colors in UE4. After seeing the weight paint it got me thinking how I could use it in my edge grunge material mask instead of the Pointiness value from the Geometry node as it's hard to get it and the ColorRamp to a satisfying level. But it's 3am so that's an experiment for tomorrow, so glad I jumped on here before bed.
Well the vertex colors didn't work they way I thought, the UE4 tutorial had crisp solid colors so now I'm just trying to do a mask to manipulate a single baked textures color. At least I'm learning new things.
Lol - "At least I'm learning new things" - been there :)
Great great great! Thank you! 🤝
HHHhhWhats up guys!! I e love it! Every. Single. Time. You help me more than you know!
Thank you for your help!
Thanks for another great tutorial!
Glad you liked it!
Thanks it helped!
Very useful tutorial. Thank you
Thanks for watching!
Amazing tutorial, thank you!
Your tutorials are so much helpful!!! Thank you :)
you are doing very well
Thank you!
This is very cool. Thank you!
Glad you liked it!
I (probably) will use geometry nodes for a shipping container I'm making. It might be easier than modeling every single little detail, to just assign vertices to expand outwards more. Allows it to be more customizable, too.
Interesting - you think that will be easier?
@@TheCGEssentials I changed my mind, going to use geometry nodes now :shrug:
ty :)
Thaaassaaaaank youuuu 🌹🥹
soo good!
Awesome Tutorial! Could you do a material id tutorial one day. I’m looking to bring a model from blender into Quixel Mixer and add materials to various sections on a model.
thank u
I'm wondering if I can use the Vertex Weight Proximity modifier to control bevels, in a non-destructive work-flow ? Say you have a first, cut object boolean-modified by a second, cutting one, creating "virtual edges". The idea would be to use the proximity of the second object to choose which vertices of the first one to apply a bevel to. Is that possible ? (Note: I'm very new to Blender modelling)
@thecgessentials Is there a way to select a vertex group? I'm not talking about selecting vertices and assigning them. I'm talking about once the vertices has been assigned to a group, lets say I want to reselect those vertices... Instead of going through the trouble again of selecting all those vertices, can I just select the group from the groups in the object info panel?
Is there a way to do this with faces? If I select faces in a chacker pattern it adds all the faces as it's working with the verts.
Hey it is,possible to link material to different object ? And when one change the other to. For exemple two object in different collection
iv made a weight map ....how would i put a texture on the red parts ?
Amazing video! Is there a way to generate a weight paint from a texture?
How would I go about applying a material to a vertex group?
same question
I have a simple cube, with one face under a vertex group, the particle system is limited to that group yet it is still showing hair on every face, is this a bug?
Hi Justin, thank you for an awesome tutorial! It helped me get a better understanding of vertex groups and weight paint in general!
Would you be able to explain how I can add/assign a different material to a weight painted area?
I'm using the method of "dynamic paint", where I would like to animate the brush over a canvas with one material, and apply a different material to the part of the weight that's being generated by the animation.
I'm outputting the weight into a vertex group, but can't find a way of assigning a new material to it. As per your tutorial, modifiers can be assigned and even particle systems, but just can't figure out the material.
Any ideas?
Thank you! :)
Awesome
:)
dank u
:)
Can u not find a way to magnify the menu bars?
How to bend a line of vertices with respect to a Bezier curve??
👍
nothing I use Max selection Set , edge group feature and edge edit modifier and cant live without it...blender dev.and status as vertex only group program is boring....
try to select & save a vertex group but you want a edge group....it kills a complete workflow..
Marking edges and select this always again by hand is so muscle hurting I blender not developing in modelling since years is a sad..
right click sel.. had so much cool ideas but the dev. ignored it...
3:50 I thought they dropped the nukes
I just wanted to bend back rest on a chair :D
cant stop cringing when you pronounce your greeting words. please stop
Cringe away - the intro isn't going anywhere
so helpful 😃
thanks alot