Handy Weight Edit

by young in Addons


Handy Weight Edit is an alternative weight painting method in Edit mode. 

It offers precise control where and how weight is distributed. Instead of painting in hard to get areas with brushes, you can now select individual vertex and adjust the weight value. Along with all the familiar tools in edit mode like loop select, xray, lasso select, hide/unhide elements, it is never easier to modify weight values during character skinning process.

After binding to an armature, select a single mesh object and enter edit mode, then use various tools to modify the weight value:

Increase or Decrease Weight value with mouse wheel on selected vertices (hotkeys can be customized)

method one: uniformly modify weight value to selected vertices. useful to fill large portion of area with same value.

method two: vertex weight value is modified on a per vertex level, in a gradient manner. useful to fine tune borders where multiple bone influence groups meet.



Smooth Weight on selected vertices


Copy Weight value as last selected vertex.

Mirror Weightit will mirror the weight of selected vertices from relevant mirrored bone. proper bone suffix naming is recommended. or mirror the weight value of selected vertices of the same bone as shown below. take a look at FAQ page for more info.

Switch Bone Influenced Groupstake a look at FAQ for more info.

case 1: if a single vertex is selected, cycle through all influenced weight groups that include the vertex. useful where multiple vertex groups intersect.  

case 2: if more than 1 vertex is selected or nothing is selected, switch bone influenced group under mouse cursor. useful where a precise selection is made and you want to switch bone influence group.


Isolate Active Bone. while adjusting different vertex groups, use the toggle to only show the corresponding bone, so that you would never modify the wrong bone influence. ( toggle relevant deform bone layer on in blender 3.x, if you use rigify [layer29] or autorigpro [layer 31] )



Limit Max weight groups. to increase lower end platform performance, a set of max bone number influence is a must. 

Remove Weight below set threshold. optimize performance by removing small influenced values.

Select Half of the mesh for mirror weight.

Check if total Weight value equal to one. for usage in game engines, many prefer each vertex total weight value is one. this operator will pick out the abnormal ones.

Some platform have Max Limit of how many bones a vertex can be influenced. This operator will check if there is any vertex that has exceeded set max weight group limit. for example, if the max is set to 3, this operator will pick out any vertex that have more than 3 vertex group influences.

basic Normalize. simply make sure selected vertices have total max weight value equal to one

show Active single vertex's weight groups. Although spreadsheet is very powerful, for complex rigging, it is more convenient to show only influenced weight groups of a selected vertex. 

Scrub Timeline. hold default "J" key and move mouse left right to scrub timeline. it is faster to spot problem area and make finer adjustment. take a look at doc page for more detail






***************** Update **************************

update 1.2.4:

added: Isolate Active Bone. while adjusting different vertex groups, use the toggle to only show the corresponding bone, so that you would never modify the wrong bone influence.





update 1.2.3:

add new modal operator: Scrub Timeline. rather than have a dedicated timeline window and drag it, hold "J" and move mouse left right to scrub the timeline. take a look at doc page for more detail

UI changes: move both increment sliders to a MISC tab, add scrub multiplier slider to control the scrub speed

and some other minor changes.



update 1.2.2:

minor operators condition check fix

added: new method to switch bone influenced group.

changed: Operator previously called "Cycle Through VG" is now "Switch VG".

with the same operator, if a single vertex is selected, it will cycle through all its relevant vertex groups as it used to be. meanwhile, if more than 1 vertex is selected or nothing is selected, it will change active vertex group to what is under the mouse cursor.



update 1.2.1:

the new way to modify vertex weight in version 1.2 is re-written, the result is a lot faster on high poly meshes. on mid or low poly mesh, there is little speed difference. update is recommended.


update 1.2:

added new way to modify weight value: vertices weight value are modified on a per vert level. easier to fine tune transition areas




update 1.1.1:

made the "Active Vertex Weight Groups" read only to avoid flickering issue when mouse over the numbers.



update 1.1:

added: Normalize Weight: basic normalize selected vertices.

added: Check Exceeded Groups: pick out any vertex that exceed set max weight groups

added: A Panel shows single vertex's influence weight groups. easier to diagnose.

Sales 600+
Customer Ratings 11
Average Rating
Published almost 2 years ago
Blender Version 2.93, 3.0, 3.1, 3.2, 3.3, 3.4, 3.5, 3.6, 4.0
License Royalty Free
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