bind
Skins a mesh to an armature, creating per-bone vertex groups and an Armature modifier. Use proximity or auto weights for rigging.
Instructions
Skin meshes to an armature: adds one vertex group per bone, the Armature modifier and the parent. method
'proximity' weights each vertex by its distance to the nearest bones (up to max_influences, power falloff; fast,
works on any mesh, good for stylised low-poly); 'auto' uses Blender's heat-map weights and falls back to
proximity when the mesh is not clean. Existing groups with the same names are overwritten. Check with
check_weights, then try poses with pose_sheet.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| meshes | Yes | ||
| method | No | proximity | |
| falloff | No | ||
| armature | Yes | ||
| max_influences | No |