使用顶点组

    • Create a mesh that will be deformed when the armature's bone(s) move.
    • With the mesh selected, create an Armature modifier for your mesh(located in the Properties editor, Modifiers tab).Enter the name of the armature.Pick up here for modifying automatically assigned weights.

    • Select a desired bone in the armature.
    • Select your mesh with RMB and change immediately to Weight Paint Mode.The mesh will be colored according to the weight (degree) that the selected bone movement affects the mesh.Initially, it will be all blue (no effect).

    If the mesh skins the bones, you will not be able to see the bones because the mesh is painted.If so, turn on X-Ray view (Properties Editor ‣ Armature tab).

    If you paint on the mesh, a vertex group is created for the bone.If you paint on vertices outside the group,the painted vertices are automatically added to the vertex group.

    Vertex Groups for Particles

    Weight painted particle emission.

    In example faces or vertices with zero weight generate no particles.A weight of 0.1 will result in 10% of the amounts of particles.This option "conserves" the total indicated number of particles, adjusting the distributionsso that the proper weights are achieved while using the actual number of particles called for.Use this to make portions of your mesh hairier than others by weight painting a vertex group,and then calling out the name of the vertex groupin the panelProperties editor ‣ Particles tab.