### Set Weight¶

Set Weight - is modal operator that lets you adjust selected vertices weights.
Set active vertex group weight to one of values: **0, 0.2, 0.5, 0.8, 1**. Then you can increase or decrease weights by +/- 0.1 by scrolling up or down with middle mouse button.

There are three mixing modes (changed by pressing 'M' key):

**Replace**- replaces existing weighs with new target value.**Add**- add weight to old one**Subtract**- remove weight from old one

You may also choose to normalize resulting weights (with 'N' key).

**Pick weight** helper button - copies active vertex group weight (**0.607**) from vertex. Now you can use icon on right, to fill selected vertices with this **0.607** weight

### Fill vertex weight¶

*Filling dark spots (low vertex weights) with head bone weight, to pin hair to head*

If vertex weight is low (total sum of vert weights is below 1), then increase active vertex group weight until sum reaches 100%

### Select active vertex group bone¶

*On more complicated rigs it may be hard to find bone that influences selected vertices*
Select bone based on current active vertex group

### Copy / Paste Vertex weights¶

*You can copy one vertex weight (from belt), and paste to pouch to make it more rigid (it will have same vertex weights on all vertices)*
Copy all Vertex weights from selection and paste to target vertices.

- you can copy one vertex weights to multiple target vertices (like on gif above)
- if you copy N vertices, then paste to N target vertices, the order of selected vertices weights will be preserved

### Transfer Vertex Weights¶

*Transfer weights from eyelid bone to head bone on selected vertices*
Select source bone A - then target bone - B. Weights on selected vertices will be moved from vertex group A to B
This operator has few properties (F9) key:

**Mixing Method** of vertex group A with B (target / receiver):

- Replace - Replace weight B with A
- Add - Add A to B
- Lighten - Lighten
- Difference - substract weighs A from B
- Multiply - Multiply A timex B

**Clear Source Weights** - if true remove vertex weights from source vertex group A

### Mirror Weights¶

*I want to fix characters weights on right side, so I copy nice gradients from left side*

Mirror selected vertices weights to opposite side of mesh. To use it, select properly weighted side of mesh, and then run 'Mirror Weights'. The mirroring accuracy is defined by '**Symmetry Search Distance**' parameter.

**Properties **(F9):

**All Groups**- if True mirror all vertex group from selected vertices (or just active one if set to False)**Symmetrize**- instead of mirroring vertex group from left bone to right bone, symmetrize vertex group(s). Useful for center bones - eg spine.

*Symmetrize vs non symmetrize version*

### Mirror Project Weights¶

*Fixing broken pants. Notice that pants topology is not symmetrical*
Same as 'Mirror Weights' but works great with non symmetrical topology meshes. The main difference in workflow is that you select the 'broken' side of mesh first, then run 'Mirror Project', so it is reverse of how normal 'Mirror Weights' work (where you select fixed side of mesh first)

**Properties **(F9):

**All Groups**- if True mirror all vertex group to selected vertices (or just active one if set to False)**Symmetrize**- instead of mirroring vertex group from left bone to right bone, symmetrize vertex group(s). Useful for center bones - eg spine.

### Project weights¶

*In this case weights from body are projected to backpack*

Project weights from non selected mesh parts to selection

### Override from adjacent¶

Override selected verts weights from adjacent non selected vertices. Helpful in removing broken vertices.