> For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.gta.clothing/cloth-modding/rigging-and-weight-painting.md).

# Rigging and Weight Painting

## Introduction

Rigging connects a clothing mesh to the ped skeleton. A component can have correctly named vertex groups and still deform badly if those groups contain missing or poor weights, so both the structure and the painted result matter.

The official [Sollumz Rigging documentation](https://docs.sollumz.org/documentation/drawables.ydr/rigging) explains the required Drawable hierarchy and Blender controls.

## Components and Props

Normal clothing components are usually **skinned**:

* The top-level Drawable Dictionary is an armature when the external skeleton is loaded.
* A child Drawable contains the Drawable Models and their visible LOD meshes.
* Vertex group names match bones in that armature exactly.
* An Armature modifier targets the imported Drawable Dictionary armature.
* Each vertex receives weights that describe how strongly nearby bones move it.

Some prop references link the whole model to a bone instead of using vertex skinning. When your reference uses that pattern, use Sollumz's **Add Bone Constraint** tool rather than creating a normal Blender constraint by hand. Do not assume every prop uses the same setup; follow a working prop from the same category and anchor.

{% hint style="info" %}
Skeleton weights and YLD simulation are separate systems. Complete the normal rig first, then follow [Creating Cloth Physics (YLD)](/cloth-modding/cloth-physics-yld.md) only when part of a component needs simulated movement.
{% endhint %}

## Start from the Correct Skeleton

Import the YDD with the matching Freemode YFT beside it and set **Import External Skeleton** to **Auto**. If the mesh has groups such as `UNK.001` instead of names such as `SKEL_Pelvis`, re-import before doing any weight work. [Chapter 2](/cloth-modding/complete-walktrough/chapter-2-into-blender.md) shows this check.

Do not rename bones to make a mesh easier to organize. The exported vertex groups must continue to match the skeleton.

## Transfer Weights as a Starting Point

For a new component, choose a working reference that fits the same area of the body. A fitted jacket is a better source for another jacket than a loose bag or pair of shoes.

A practical first pass is:

1. Align the new mesh with the reference in the skeleton's rest pose.
2. Use Blender's weight-transfer tools to copy nearby bone weights from the reference.
3. Confirm the expected bone-named vertex groups were created on the target mesh.
4. Normalize the weights and inspect for unweighted or unexpectedly weighted vertices.
5. Correct problem areas manually in Weight Paint mode.

Weight transfer is only a starting point. It cannot understand cuffs, loose fabric, shoulder pads or a different silhouette. Blender's [Weight Paint documentation](https://docs.blender.org/manual/en/latest/sculpt_paint/weight_paint/index.html) covers the painting, normalization and cleanup tools in more depth.

{% hint style="warning" %}
Keep no more than four meaningful bone influences on a vertex. Sollumz exports the strongest four and normalizes them. Every deforming vertex should also have a useful weight; an unweighted vertex can fall back to the root and appear detached in-game.
{% endhint %}

## Test the Deformation

Check more than the rest pose. At minimum, inspect:

* Shoulders and armpits with the arms raised and crossed.
* Elbows, wrists and long sleeves with the arms bent.
* Waist and hips while crouching or leaning.
* Knees and ankles for pants and shoes.
* Loose edges, straps and accessories during large movements.

Look for collapsing volume, spikes, stretching, body clipping and vertices that remain behind. Also test each authored LOD because lower meshes can have different weight problems.

{% hint style="info" %}
Durty Cloth Tool can warn when a model lacks skeleton bone data and its [3D Preview](/basics/essential-knowledge/3d-preview-clothes.md) can play animations for quick checks. It does not grade individual weights or prove that every movement is safe. Always test the built resource with a representative set of in-game animations.
{% endhint %}
