Single Bone Display/Multi-Color Displayは表示の切替です。Blender、Softimage、Maya、3ds Max、MODO、Houdini、C4D、cvELD、Black / Whiteの配色があり、単一ボーンと複数色の設定を分けられます。他ソフトの完全再現を意味しません。配色を変えてもウェイトやペイント対象は変わりません。
サイドバーには Fill Selection/Smooth/Normalize/Removeと Audit Weightsがあります。Auditはウェイト合計、ロックの超過、影響数を確認するために使います。診断表示は自動修復ではありません。赤は選択した診断の問題、青は合計ゼロ、マゼンタは無効値、灰色はその診断で問題なしを表します。
Open Display Tools → Bone Color Tools → Bone Color Settings to jump to Preferences. Customize shapes, color modes, thickness, shading, fill, outer outlines and glow. Adjust selection and hover highlight colors and widths independently; selection highlights take priority.
Brushes, gradients and weight processing designed from the ground up: a purpose-built engine in Edit Mode, rather than a wrapper around Blender's built-in weight-paint tools. With Strict Normalize enabled, edits respect locks and influence limits, and the stored weight totals are validated after writing.
Start with Default, Visibility First, Chic or Flat. Register the current appearance as a named preset, apply or delete presets, and restore the standard presets. Settings persist in Preferences across restarts. Use Save Preferences when Blender preference auto-save is disabled.
Automatically select a bone region, then work in isolation
In Display Tools → Select, use Bone Region to automatically select multiple nearby vertices, including vertices without weights. Refine the region with box, circle or lasso selection and the grow/shrink buttons. Isolate / Restore Selection then shows only the selected bones and selected geometry.
Keep surrounding geometry out of the way and concentrate on weights around a finger, joint or other local region. Use the same button to restore the view. Check the selected region before isolating: results depend on the mesh and bone layout.
cvELD Edit Paint brings weight painting and numeric weight editing into Blender's mesh Edit Mode. Select vertices, paint, build gradients and inspect bone deformation in one workflow.
This manual covers 1.1.0, source dated 2026-09-27. The current exposed toolset is weight painting. Existing vertex-color and texture implementations and saved settings are retained, but are not exposed as painting tools in this release.
Install and update
Save your work. Disable the older add-on before updating.
In Edit → Preferences → Add-ons → Install from Disk, select the complete add-on ZIP.
Enable cvELD Edit Paint. Do not enable the Utility-integrated version and the standalone version together.
Select a mesh. Show the left toolbar with T and choose the bone-and-brush weight tool. Choosing it in Object Mode enters Edit Mode.
Find additional controls in N panel → Quick Weight Paint, or Detailed Settings… on a bottom tool card.
Save and restart Blender if old UI remains after updating. To uninstall, disable and remove the add-on. Weights already written to vertex groups remain in the mesh.
Your first weight edit
Select a mesh bound to an armature and activate the weight tool.
Ctrl-click a bone to make it the paint target. Without a rig, choose a vertex group.
Choose Draw. Set Radius, Strength and the target Weight in the header.
Drag on the surface and release to commit. Esc or right-click cancels a held stroke.
Ctrl-Z undoes weight edits; Ctrl-Shift-Z redoes them. Save your .blend file afterward.
To restrict painting: select vertices and set Weight Selection → Selected Vertices. The default All Vertices allows unselected vertices to participate. An empty selection with selected-only painting stops the stroke and displays a warning.
Current UI: dock, header and sidebar
Screenshots were retaken with the current UI on 2026-09-26. Feature videos use three-second close-ups.
The bone dropdown chooses the active bone from the current selection, rather than searching all bones. Multiple selection shows a target count.
Multi-Color and Selection Weights are in the top row. The Outliner button selects/reveals the target in the last-used Outliner.
The bottom row contains Paint, Gradient, Soften, Smudge, Weight Tools and Bone Tools.
The header shows parameters relevant to the current tool, synchronized with detailed settings. Tool details and common display settings open separately.
Sidebar → Quick Weight Paint starts with start/stop, tool switching and Selection Weights. Expand Brush Settings, Targets and Groups, or Status and Help when needed. Weight adjustment, display and split panels also collapse.
Text uses Blender's standard size as its baseline. Tabs and disclosure sections reduce clutter without shrinking text.
Interface and everyday controls
The bottom dock contains Draw, Gradient, Soften, Smudge, Weight Tools and Bone Tools. Click a tool to open its card. Use Detailed Settings… for detailed controls. HUD visibility, scale and shortcuts are configurable in add-on Preferences.
Action
Default Industry preset
Pick a bone
Ctrl-LMB
Add/remove a target
Ctrl-Shift-LMB
Temporarily smooth
Shift-drag
Erase the active bone
Shift-RMB drag
Radius / strength / target weight
S / U / Ctrl-U
Step radius
[ / ], configured wheel binding
Focus paint bones
F
Selection Weights
W
Weight assignment
Click Weight Tools in the bottom dock
Quick Pose
Hold MMB
Temporary inverse weight painting
Shift-MMB
Orbit / pan / zoom
Alt-LMB / Alt-MMB / Alt-RMB drag
Bindings depend on presets and customization. The current Quick Pose binding is MMB across presets. Ctrl also picks bones, so press Ctrl after starting a stroke when using brush inversion.
Set Fan to 180° and Fixed direction. Drag the flat edge along the boundary to leave the opposite half untouched.
Approx. 10 seconds · Half-circle brush
Weight is the target value; Strength controls how strongly the stroke approaches it. Choose Mix, Add, Subtract, Multiply and other blends for the task. Draw is non-accumulating within one stroke by default. Enable Accumulate Draw for repeated buildup.
Circle paints a circular footprint. Fan uses a directional sector with configurable angle, rotation and direction following. A short initial drag establishes its direction when none is fixed. Bone Segment settings remain in the detailed data model; consult the current UI for available entry points.
Soften
Smooth uneven weights
Drag Smooth over uneven weights to blend connected vertices.
Surface Distance follows mesh edge paths. Bone Chain Guard additionally uses the existing chain's influence. Screen Circle uses projected coverage. Combine connectivity, selected vertices and a vertex-group mask when nearby parts need protection. Visible Only restricts painting to visible surfaces.
Pressure can separately affect strength, radius and target weight, with response curves and a minimum pressure setting. The MCP-driven videos here do not demonstrate physical tablet response.
Draw a gradient
Choose a gradient that fits the shape, in Edit Mode. Alongside the linear and radial gradients in standard Blender, Edit Paint offers surface-connected, bone-axis and fan domains. Combine these with vertex selection to shape the transition where it is needed.
Screen-space gradient
Drag from start to end and preview the gradient while staying in Edit Mode.
Blender Gradient → Connected Only limits processing to the connected painted region from the starting surface. It does not identify body parts by bone meaning. Use a selection mask when other parts connect inside that region. Weights beyond the endpoint retain their original values. F9 adjusts supported settings of the committed operation.
Surface and bone variants offer endpoint weights, transition width/position, coverage and weight-recipient settings. Projected falloff and surface distances have different meanings and can produce different results.
Selection Weights: finish with numbers
Selection Weights: finish numerically
Select vertices and press W, then adjust values to refine their influence distribution.
Select vertices and press W, or open Selection Weights in the dock. Without a selection, the tool picks near the pointer.
Drag a row's bar or click its value to type. Values represent averages for multiple vertices; the old count/average heading is omitted.
Shift selects a range of bone rows; Ctrl adds/removes rows. Use the lock icon to protect groups.
0 / 1 set endpoints; − / + apply the selected step. Choose a step preset from the central value.
Equalize (scales icon) divides each vertex's existing total equally among selected unlocked bones. Other groups and locked weights remain unchanged.
Maximum rows ranges from 1 to 20, initially 6. The current red indicator means selected vertex count is at least this setting; it does not indicate excess influences or invalid weights.
Select switches to Blender's Box, Circle or Lasso selection tool. Loop and X-Ray have separate buttons.
Pin keeps the window open during selection and transforms. Leaving a valid Edit Paint context closes it; the close button also dismisses it. Highlight and Mirror buttons have been removed.
A compact weight editor: select one vertex or multiple vertices to inspect and refine individual bone influences.
Unselected and locked values are protected. An operation stops when locks, normalization and influence limits cannot be satisfied together. Esc cancels an in-progress numeric adjustment; use ordinary Undo after committing. Reopen the popup after changing topology.
Multiple targets and palettes
Choose a readable weight palette
Switch the display palette without changing stored weight values.
Enable Multi-Paint, then Ctrl-Shift-click to add targets. Add Bone Chain adds an unbranched chain. Only the active mesh is edited.
Keep Ratios retains existing proportions among the selected bones.
Bone Distance distributes using rest-bone segment distances.
Equal Shares distributes evenly.
The weight control edits the combined total, not that value independently on each target.
When decreasing the total without an available recipient, choose an unlocked Balance Group outside the target set.
Single Bone Display / Multi-Color Display control visualization. Palettes include Blender, Softimage, Maya, 3ds Max, MODO, Houdini, C4D, cvELD and Black / White, with independent single/multi settings. These are inspired palettes, not full emulation of other applications. Changing colors does not change weights or paint targets.
Inspect a pose
Check deformation in Bone Operation Mode
Bend the rig in Bone Operation Mode, return to Edit Paint and brush the deformed surface while keeping the pose.
Bone Operation Mode temporarily enters Pose Mode on the bound armature. Transform bones, then use Return to Weight Paint to return to the mesh and brush while retaining the pose.
For a short adjustment, use Quick Pose: hold MMB and drag, then release to return to painting. RMB cycles Move, Scale and Rotate; Tab cycles local axes. Esc cancels. Shift-R resets transforms and continues Quick Pose while MMB remains held. Check the on-screen guide and Preferences for current customized bindings.
Painting on deformed geometry requires modifiers that preserve vertex correspondence and have Edit Mode display enabled. Subdivision, Mirror and Geometry Nodes topology changes are not supported for paint correspondence; disable their Edit Mode display while painting. Evaluated display support does not imply editable correspondence.
F1: Isolate Selected Bones shows only the selected bones during painting or Quick Pose, using the active bone for a single selection. It hides both native and GPU bone representations. Press F1 again or use the top-center X to restore the previous visibility.
Clean up weights
Smooth the selection in one operation
Smooth a selected region in one operation; only the upper half is selected here.
Weight Tools includes redistribution smoothing, smoothing, assignment picked from a vertex, active-bone assignment, picked-bone assignment, decimal truncation, maximum influences and vertex locks. Select the intended vertices first. Committed data changes support Undo.
The sidebar includes Fill Selection / Smooth / Normalize / Remove and Audit Weights. Audit checks totals, locked overflow and influence counts. Diagnostic display is not automatic repair: red marks the selected issue, blue a zero total, magenta invalid values and gray no issue for that test.
Strict Normalize adjusts the deform total while preserving locks and non-deform groups. A positive value with only one influence becomes 1; a gradual distribution needs another influence or a Balance Group. A completely erased zero remains zero. Maximum Influences = 0 means no cap.
Bones and boundaries
Auto Bone Blend
Auto Blend: soften a hard boundary
Preview and adjust the boundary between target bones while preserving other bone allocations.
Adjust boundaries among target bones. Existing Weights starts from current ratios; Rebuild Distribution starts from rest-bone distances. Move horizontally to harden or soften. LMB/Enter commits; Esc/RMB restores the baseline. Every preview recomputes from the starting weights.
A single target can use Parent, Child or Both for immediate partners. Branching children are not guessed. Explicit multiple targets remain that set. Other bones and locks are preserved; redistribution stays within the target set's existing total.
Joint Fit
Press Tab during Auto Bone Blend, or use its dedicated button. It evaluates virtual bend poses for a continuous chain of 2–6 bones. Horizontal motion adjusts width; V changes the preview and J selects the joint. Wait for computation before committing.
Requires a single linear Armature, no Preserve Volume, no other visible modifiers, inactive shape keys, no segmented B-Bones and compatible rig transforms. The local limit is 12,000 vertices or the configured region budget, whichever is lower. This does not optimize collisions, muscles or all possible poses. If improvement checks fail, original weights remain. Inspect the result with the actual rig.
Clean Far
Clean Far: remove distant influence
Keep the protected area near the bone and reduce distant weights.
Preview removal of distant influence. Horizontal motion changes removal; the wheel changes the keep radius. LMB/Enter commits; Esc/RMB restores. If no existing unlocked influence can receive removed weight, the total decreases. No new influence is introduced.
Split Bones and Weights
Split bones and their weights together
Divide an existing bone into three segments and distribute its weights by position.
Split bones and distribute existing weights by segment count, selected-vertex position, percentage or a picked point. Check both-side and bound-mesh scope before confirming. Because this edits a rig, review the result in a duplicate file before applying it to production work.
Preferences and shortcuts
Preferences has six tabs: General / GPU Panel / Weight Colors / Bones / Shortcuts / Performance. Expand placement, palette and advanced visibility settings only when needed. Immediate brush parameters remain in the header and brush settings.
Shortcuts have sub-tabs for tool activation, painting, bone selection, Quick Pose, viewport navigation, and menus/display. Presets are in a collapsible section. Save Blender Preferences after editing bindings.
Brush Shortcuts provides Blender, Industry, Maya, Softimage, Modo, Houdini, 3ds Max, C4D and ZBrush presets. These affect this weight tool's bindings, not Blender's entire input configuration. Individual changes after applying a preset persist through Blender's normal preference saving.
Configure palettes, HUD scale, radius steps, pressure, memory and region budgets. If a budget is exceeded, reduce the working region or raise the limit deliberately.
Troubleshooting
Symptom
Check
Nothing paints
Active mesh, group, locks, strength, selection mask and selected vertex count
0.5 becomes 1
Strict Normalize with only one influence; add a recipient or Balance Group
Another finger or part changes
Selection/group masks, Surface Distance and Bone Chain Guard
Cannot paint after deformation
Disable Edit Mode display of topology-changing modifiers
Colors differ from targets
Palettes are display settings; inspect the Multi-Paint target list
Numeric popup stops
Reopen after topology or group changes
Slow interaction
Mesh density, radius, visibility tests and evaluated modifiers
Lock-related failure
Locked total, influence cap and available recipient constraints
For support, provide Blender version, OS, steps, error text and a minimal reproducible file through the product page where you purchased the add-on.
About the recordings
The three-second clips added on 2026-09-26 capture actual engine/operator changes through MCP. They are cropped, enlarged, captioned and time-condensed to three seconds each. They do not represent execution speed or physical mouse/tablet input. Play to loop, or use fullscreen to inspect the details.
The screenshots and videos use original sleeve and planar cloth fixtures. Videos are actual MCP/API-driven Blender viewport captures, cropped and time-condensed to three seconds, not physical mouse/tablet input.
Advertising covers and banners include AI-assisted design. Use the original screenshots and videos in this manual to inspect actual functionality. No third-party avatar is used.
Update and license
2026-09-26: replaced old UI screenshots with current captures and standardized embedded videos on the three-second versions.
2026-09-25: added the bilingual manual, MCP capture media and sales artwork for the current 1.0.0 weight toolset. The add-on version has not changed.
Add-on code: GPL-3.0-or-later, without warranty. See the included LICENSE. Media and demo provenance are recorded in the sales asset manifest.
Requirements
Declared minimum: Blender 4.5.0. The actual screenshots on this page were captured on Windows with Blender 5.2.1 LTS.
Compatibility depends on the operating system, GPU and rig configuration.
Uses NumPy bundled with Blender. The private Windows x64 native helper has a Python fallback.
For skinning, prepare a mesh, deform bones, matching vertex groups and an Armature modifier. Vertex groups without an armature can also be edited.