WeightMend - Automatic Skin Weights That Don't Fail

MendWorks in Rigging


How is this different from Blender's Automatic Weights?

It uses the same bone-heat idea, but it never fails: visibility is tested against a voxel solid of the whole model and the maths tolerates broken geometry. It also handles imported rigs with arbitrary bone tails. On clean meshes with good rigs, quality is about the same as Blender's.

Does it work on AI-generated and scanned models?

Yes. Loose pieces, split seams, holes and inner shells are exactly what it was built for. Pieces that touch get matching weights, so they move together.

Does it work with Mixamo, FBX and glTF rigs?

Yes. Bones are run joint to joint, so arbitrary imported bone tails don't matter.

Can it fix a bind that already failed?

Yes. Fix Unweighted Vertices gives weights only to the vertices that have none and leaves all other weights alone.

Will it overwrite weights I painted?

Auto Weights replaces the weights of deform bones on the selected meshes. To keep most of your work, use Only Selected Bones or Fix Unweighted Vertices. Ctrl+Z always undoes.

Does it need a GPU or internet?

No. It's pure Python and runs offline on Windows, macOS and Linux.

Are the weights game-engine ready?

Yes. Max Influences (4 by default) and normalization are applied automatically.

Can I use the results commercially?

Yes. What you make with WeightMend is yours.

$15

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Details
Blender Extension Compatible Yes
Published 2 days ago
Blender Version 4.2 - 5.0
Extension Type Add-on
Render Engine Used Cycles
License GPL