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Blender Weight Painting: Why One New Top Became Such a Challenge

Blender weight painting turned a new top into a much bigger job than I expected. I wanted to prepare another unlockable outfit for my browser game. But as soon as the character moved, the clothing warped. As a result, a small outfit update became a longer debugging session.

In this Short, I show the clothing problem and the route to a usable result.

A look back at the development stage shown in the Short published on 31 July 2026.

A new outfit has to work in motion

The goal was simple: add a new top that players could eventually unlock for free. However, clothing needs to do more than look good in a still pose. It also has to follow the character during movement.

That was where the problem appeared. The top became badly distorted when the character moved. Before adding more clothes, I therefore needed this one to move properly with the character.

Why weight painting mattered

Weight painting assigns weights to parts of a model. For an animated character, these weights determine how strongly different areas follow the skeleton. This is also how clothing can deform along with the character.

In my first attempts, that distribution was not good enough. A top that looked usable while standing still could therefore become a problem in motion. The animation was the test that mattered.

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Reusing sleeves from an existing top

At first, I tried to make the new top work as it was. Even with help from ChatGPT, however, I could not get it right straight away. After several attempts, I decided to separate parts of the model again.

Next, I removed the sleeves from the new top. I took sleeves from an existing top that already worked reasonably well and combined the pieces again. That gave me a much more usable starting point.

Even so, I was not quite satisfied. The result still needed to look right when the character moved in the game.

The final check with ChatGPT and Blender MCP

For the final check, I asked ChatGPT to look at the weight distribution again. With Blender MCP, we eventually got it to a point where the clothing looked right in the game.

Getting there took several attempts: rebuilding parts, reusing existing pieces and checking the weights again. AI assistance helped, but it still took a check on the moving character and a workaround using an outfit that already worked.

What I took away from this attempt

This development stage shows how much work can hide inside a single outfit. A small extra top can become a task of its own once animation is involved. That is why checking movement early is useful.

By the end of the Short, the top looked right in the game. At that time, more unlockable clothes were planned for the next update. The video did not announce a specific release date.

You can try the current Undies vs Undead browser prototype for free. For the original idea behind the project, read the development story about rebuilding a fake-ad game (in German).

Which piece of clothing would you like to see in the game next? Share your idea in the comments.

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