UE 5.5.3 Rigging Tools

Is there a way to just ADD weights to a skeletal mesh without having to Bind New Skin Weights to the entire character just because I added extra bones? In Blender I can just create a vertex group, paint my specific area and it’s done. Really would be great to not have to leave Unreal.

@GirkaGames shows how to add a monkey tail but then he has to binds the entire mesh: https://www.youtube.com/watch?v=MMe80uQr_Vg

I only added 3 extra bones… shouldn’t have to repaint all the skin weights…that is acarine!

Hello @GameHatcher00, I can help you with that!

That’s actually possible and how it is by default. If you add a new joint to your skeleton using the tools and click Accept on the bottom center of your screen, it’ll create a joint with no influence over the mesh.

Then, you can click on the Edit Skin Weights tool, click on Edit Weights and select you’re new bone to paint the influence.

I believe the problem was that, in the video, they clicked on Bind Skin instead of Edit Weights, meaning they reset the weights. If you just click on Edit Weights and paint the weights on your new created joints, it will automatically bind them to the skin while keeping all the other bones influences over the mesh.

Please let me know if that works for you!

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Well dang…that worked exactly like I wanted it too! Thank you! This puts Unreal Engine in position to truly be a one stop shop!

With plugins like Mesh Morpher, Anim Mod Tools, and if Epic adds a texture baker inside Quixel Mixer and interfaces it with Unreal Engine there would be no reason to leave.

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