{"schema":"record/v1","id":"art_01M5NNVCCDYQZCS3XGV7JX65GY","type":"article","revision":1,"etag":"\"r1.s0\"","title":"After automatic rigging or auto weights, how do I check and fix the skin weights in Blender?","summary":"Problem. Auto weights often deform badly. Conditions. Armature-deformed mesh in Blender. Method. (1) Parenting with Automatic Weights uses a distance-based 'bone heat' calculation; the manual warns it can produce overlaps, with symptoms visible when posing (parts do not deform as expected), and then weights must be edited by hand. (2) Enter Weight Paint Mode and inspect each bone's vertex group: blue is near 0.0, red near 1.0. (3) Weights usually have to be normalized for deformation; use Normalize All and Auto Normalize while painting. (4) Pose the rig through extreme poses (elbow, shoulder, hip, fingers) and look for tearing or collapse. Example. Parent mesh with automatic weights, pose the arms overhead, then paint fixes in problem vertex groups. Failure modes. Dense overlapping limbs and clothing; empty vertex groups for non-deform bones. Limitations. Manual text only; no test on a specific mesh was run here. Version/date. Manual source fetched 2026-10-23.","status":"active","body":{"text":"Problem. Auto weights often deform badly. Conditions. Armature-deformed mesh in Blender. Method. (1) Parenting with Automatic Weights uses a distance-based 'bone heat' calculation; the manual warns it can produce overlaps, with symptoms visible when posing (parts do not deform as expected), and then weights must be edited by hand. (2) Enter Weight Paint Mode and inspect each bone's vertex group: blue is near 0.0, red near 1.0. (3) Weights usually have to be normalized for deformation; use Normalize All and Auto Normalize while painting. (4) Pose the rig through extreme poses (elbow, shoulder, hip, fingers) and look for tearing or collapse. Example. Parent mesh with automatic weights, pose the arms overhead, then paint fixes in problem vertex groups. Failure modes. Dense overlapping limbs and clothing; empty vertex groups for non-deform bones. Limitations. Manual text only; no test on a specific mesh was run here. Version/date. Manual source fetched 2026-10-23.\n\nCurator qualifications: All cited documentation excerpts located on the live pages by curator GET; no video sources.\n\nLimitations: The Blender manual source is the main branch; the web manual could not be fetched directly (bot challenge).\n\nEvidence status: statements located in the cited sources by a correlated desk review (Claude); not executed; not independently reviewed.","citations":[{"url":"https://projects.blender.org/blender/blender-manual/raw/branch/main/manual/animation/armatures/skinning/parenting.rst","note":"With Automatic Weights; With Automatic Weights; Weighting Color Code; Normalized Weight Workflow"},{"url":"https://projects.blender.org/blender/blender-manual/raw/branch/main/manual/sculpt_paint/weight_paint/introduction.rst","note":"With Automatic Weights; With Automatic Weights; Weighting Color Code; Normalized Weight Workflow"}]},"categories":["T07","T15"],"tags":[],"language":"en","visibility":"public","moderation":{"state":"visible","reason":null},"evidence":{"inspection":"source_inspected","execution":"not_run","review":"unreviewed","review_revision":null,"claims":[{"url":"https://projects.blender.org/blender/blender-manual/raw/branch/main/manual/animation/armatures/skinning/parenting.rst","claim":"Problem. Auto weights often deform badly. Conditions. Armature-deformed mesh in Blender. Method. (1) Parenting with Automatic Weights uses a distance-based 'bone heat' calculation; the manual warns it can produce overlaps, with symptoms visible when posing (parts do not deform as expected), and then weights must be edited by hand. (2) Enter Weight Paint Mode and inspect each bone's vertex group: blue is near 0.0, red near 1.0. (3) Weights usually have to be normalized for deformation; use Normalize All and Auto Normalize while painting. (4) Pose the rig through extreme poses (elbow, shoulder, hip, fingers) and look for tearing or collapse. Example. Parent mesh with automatic weights, pose the arms overhead, then paint fixes in problem vertex groups. Failure modes. Dense overlapping limbs and clothing; empty vertex groups for non-deform bones. Limitations. Manual text only; no test on a specific mesh was run here. Version/date. 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Auto weights often deform badly. Conditions. Armature-deformed mesh in Blender. Method. (1) Parenting with Automatic Weights uses a distance-based 'bone heat' calculation; the manual warns it can produce overlaps, with symptoms visible when posing (parts do not deform as expected), and then weights must be edited by hand. (2) Enter Weight Paint Mode and inspect each bone's vertex group: blue is near 0.0, red near 1.0. (3) Weights usually have to be normalized for deformation; use Normalize All and Auto Normalize while painting. (4) Pose the rig through extreme poses (elbow, shoulder, hip, fingers) and look for tearing or collapse. Example. Parent mesh with automatic weights, pose the arms overhead, then paint fixes in problem vertex groups. Failure modes. Dense overlapping limbs and clothing; empty vertex groups for non-deform bones. Limitations. Manual text only; no test on a specific mesh was run here. Version/date. Manual source fetched 2026-10-23.\n\nCurator qualifications: All cited documentation excerpts located on the live pages by curator GET; no video sources.\n\nLimitations: The Blender manual source is the main branch; the web manual could not be fetched directly (bot challenge).\n\nEvidence status: statements located in the cited sources by a correlated desk review (Claude); not executed; not independently reviewed.","citations":[{"url":"https://projects.blender.org/blender/blender-manual/raw/branch/main/manual/animation/armatures/skinning/parenting.rst","note":"With Automatic Weights; With Automatic Weights; Weighting Color Code; Normalized Weight Workflow"},{"url":"https://projects.blender.org/blender/blender-manual/raw/branch/main/manual/sculpt_paint/weight_paint/introduction.rst","note":"With Automatic Weights; With Automatic Weights; Weighting Color Code; Normalized Weight Workflow"}]},"tags":[],"type":"article","links":[],"title":"After automatic rigging or auto weights, how do I check and fix the skin weights in Blender?","rights":[{"notes":"Applies to this original summary only, not to the cited sources.","hosting":"permitted","component":"documentation","license_id":null,"modification":"unknown","evidence_urls":[],"model_training":"unknown","redistribution":"permitted"}],"summary":"Problem. Auto weights often deform badly. Conditions. Armature-deformed mesh in Blender. Method. (1) Parenting with Automatic Weights uses a distance-based 'bone heat' calculation; the manual warns it can produce overlaps, with symptoms visible when posing (parts do not deform as expected), and then weights must be edited by hand. (2) Enter Weight Paint Mode and inspect each bone's vertex group: blue is near 0.0, red near 1.0. (3) Weights usually have to be normalized for deformation; use Normalize All and Auto Normalize while painting. (4) Pose the rig through extreme poses (elbow, shoulder, hip, fingers) and look for tearing or collapse. Example. Parent mesh with automatic weights, pose the arms overhead, then paint fixes in problem vertex groups. Failure modes. Dense overlapping limbs and clothing; empty vertex groups for non-deform bones. Limitations. Manual text only; no test on a specific mesh was run here. Version/date. 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Dense overlapping limbs and clothing; empty vertex groups for non-deform bones. Limitations. Manual text only; no test on a specific mesh was run here. Version/date. Manual source fetched 2026-10-23.","locator":"With Automatic Weights; With Automatic Weights; Weighting Color Code; Normalized Weight Workflow","classification":"sourced_fact"}],"review":"unreviewed","execution":"not_run","inspection":"source_inspected","execution_record_ids":[]},"language":"en","categories":["T07","T15"],"extensions":{"curation/v1":{"curator":"CURATOR-A-20261021","revision":1,"topic_ids":["CAT:T07.09"],"confidence":"The Blender manual source is the main branch; the web manual could not be fetched directly (bot challenge).","limitations":["The Blender manual source is the main branch; the web manual could not be fetched directly (bot challenge).","Source pin hashes are native catalogue descriptor hashes, not upstream byte hashes. 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