WEBVTT

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Vertex groups are groups of vertices within a mesh object that can be referenced for various purposes in Blender.

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It is also the foundation of how a mesh and an armature will interact with each other.

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Put simply, when done properly, each important bone in an armature object will have a group of vertices assigned to it.

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I'm going to demonstrate with this rig, which you can download in the description down below.

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As you can see, I can select a bone and it seems to bring a group of vertices along with it.

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This allows for bones of armatures to control specific parts of a complex mesh.

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You may have heard of vertex groups in other software. Vertex groups are also known as weights.

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The term weights also reflects the fact that our vertex groups can assign a certain influence the bone has over individual vertices.

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For example, you can have these vertices copy 100% of the bone's movement,

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but have these vertices further out be assigned to the same bone but only copy, say, 50% of that bone's movement.

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Additionally, you can also assign individual vertices to multiple bones or vertex groups.

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In other words, it can be influenced by two bones or more at a time.

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This helps blend weights between bones so deformation of certain joints feel organic and natural.

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But how do we actually change these vertex groups? How do we edit, create, or manipulate them?

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To see any mesh object's vertex groups, simply select it and go into the Mesh Data tab of the Properties Editor.

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This is labeled with the green triangle icon and is where vertex groups reside for all mesh objects.

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Right now, there are none, but we'll come back to this page later.

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Let's begin by creating a simple rig for our cube.

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I'm going to go ahead and subdivide this cube a few times in Edit Mode to give us some extra vertices and scale it along the Z-axis.

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Then I'm going to add a simple armature object and scale the bone to the length of the cube, subdivide the bone twice, and go back into Object Mode.

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Now, in order to deform the cube with the armature, we simply need to parent the cube object to the armature object.

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To do this, simply select a cube, then Shift-Select the armature, then press Ctrl-P.

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From here, you can select With Automatic Weights.

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This is what we've been choosing for all of our previous videos, but let's stop to think about what that means.

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Quite simply, clicking this option will create vertex groups for us and assign the vertices within each group automatically with proximity-based weight to each bone.

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As you can see, as we deform the armature in Pose Mode, the cube deforms along with the bones in a very smooth and organic way.

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I'm going to leave it bent like this for now, and then select our cube mesh.

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If we go into the Mesh Data tab again, we can now see the newly generated vertex groups, each named after the bone they are assigned to.

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As you can see, our bone names aren't very descriptive, so I'm going to select our armature and rename the bones properly.

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Let's call the top one Top, the middle one Mid, and the bottom one Bot.

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Now, if we go back to our cube and look at our vertex groups list, we can see that the names of the vertex groups have changed as well.

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But what do these vertex groups look like?

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In order to visually see our weights, we can enter Weight Paint Mode.

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This is another mode option in the top left-hand corner when you have a mesh object selected.

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For hockey users, you can press Ctrl-Tab to open a pie menu where Weight Paint is an option.

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Now, as you can see, we have a blue cube with green and red markings on it.

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This is how weights are displayed in Blender.

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Each color represents an amount of influence or weight the vertex group has over specific vertices.

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For example, if the vertices are marked with blue, they have a weight of 0%, as in they are not influenced by the vertex group at all.

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Whereas if the vertices are marked with red, they have a weight of 100%, or 1.0, which is the maximum amount of influence a vertex group can have.

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Meanwhile, green represents 50% weight, and every color in between is a blend of weights between these three colors.

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As you select different vertex groups in the list in your Mesh Data tab, you'll see that you can choose which vertex group to display and to edit.

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However, these vertex groups are associated with specific bones, so some of you might find it a bit roundabout to not be able to select the bone to see its weight.

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As you can see, attempting to select the bone now with left-click doesn't seem to do what we want.

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So if we want to select the bones to display their weights in weight paint mode, let's go back into Object Mode and select the armature first.

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Then Shift-select the Mesh, and then go into Weight Paint Mode.

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Your armature will now be put into Pose Mode automatically.

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For left-click users, to select bones make sure you press Ctrl-left-click.

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Right-click users can just right-click to select as usual.

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To better understand the difference between right-click select and left-click select, make sure to watch our right-click select video.

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Anyway, as you may have already guessed, Weight Paint Mode is one way we can edit our vertex groups.

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You may have already noticed that your cursor has turned into a circle in the viewport.

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This is your weight paint brush.

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In Weight Paint Mode, you can actually paint weights onto your vertices, adding said weights to the vertex group you have selected.

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We can also open the left-hand side Quick Tools menu to see our other weight paint tools.

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These include Blur, Average, Smear, Gradient, and Eyedropper.

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If you're familiar with any painting software, you should recognize these functions.

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We'll go over each one, but let's start with painting.

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Let's say I decided that I want this top bone to have more influence over the bottom of the cube as well.

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Let's simply left-click and drag to paint over the bottom half of this cube, making it more red.

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By default, as you can see, the weight we paint is set to 100%.

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Cool, so what if later I change my mind and I actually don't want weights for this vertex group on the bottom of the cube?

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Well, to remove weights, you can also paint a weight of 0% onto the mesh.

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To do this, simply open the right-hand side menu by clicking this arrow or pressing the N key and go to Tools.

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This is where your brush settings reside, and you can change things such as the radius of your brush, as well as the weight and strength of your brush.

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Just to clarify, weight can be seen as the color of what you want your brush to paint.

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In other words, the amount of influence you want your vertex group to have over the vertices you paint.

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Whereas, strength represents opacity of the brush.

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In other words, setting the strength to anything lower than 1.0 will allow your brush to slowly mix with the existing weights of the mesh as you click,

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until it reaches the goal color you set in the weight slider.

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On the other hand, setting the strength to 1.0 will completely replace any color beneath your brush with the color or weight you set in the weight slider.

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The radius of your brush refers to your brush size.

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Hotkey users can actually press F while in the viewport to change your brush size whenever you want.

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Simply right-click to cancel and left-click to confirm.

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Now that we know all of this, this should start making a little more sense.

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What we want to do is paint out the bottom influence we painted in earlier.

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So, how should we do this?

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Well, we want to completely erase the current heavy red weights with empty blue weights.

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So, let's set our weight to 0, which essentially sets our color to dark blue.

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And to replace the heavy red color completely as we paint, we're going to want to make sure our strength is at 1.0.

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Now, as we paint over the red, you can see that our blue paintbrush is erasing the weights.

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But here's something important.

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If we rotate our perspective around the object, you may notice that we are having some issues painting behind the mesh.

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This is because it's behind the geometry in the front.

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We can't, of course, simply rotate our mesh while painting, but that can be tedious and doesn't always solve the issues where there's complex detail in the geometry or geometry within geometry.

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So, how do we paint through a mesh so that we influence the vertices behind geometry as well?

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For that, we need to go over two of our options we have for our brush.

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If we look at our tools tab on the right-hand side, we can see under our brush settings that we also have an options section.

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Let's expand this, and immediately you'll see a few checkboxes.

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Feel free to read more about what each of these settings do in the documentation, or hover over them for a tooltip.

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But we will be going over these two.

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Front faces only, and 2D falloff.

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Front faces only simply means that your brush will only paint onto the vertices and faces that it can directly see.

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This means that any geometry hidden behind other geometry will not be painted.

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Turning this option off by itself is great for painting crevices or folds, where the geometry you would want to paint happens to be sandwiched or hidden behind nearby geometry.

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It's also useful for painting through an object onto the backside of the geometry, kind of like what we want to do.

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However, when we uncheck this, it still doesn't seem to paint all the way through.

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Hmm...

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Well, that's because of this second option.

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2D falloff.

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By default, 2D falloff is turned off, meaning that our default brush actually uses a 3D falloff.

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This means that our brush shape is more like a sphere being dragged along the surface of the mesh as we paint.

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Therefore, the falloff will only influence vertices that are nearby the contact point your sphere initially makes with the mesh.

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Having a 3D falloff makes a lot of sense when you're trying to paint a mesh.

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For one, it feels like a real brush, affecting only the vertices closest to where your brush meets the mesh.

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Meanwhile, 2D falloff is more like a cylinder that pierces through your mesh.

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This mode will paint anything that your cursor happens to touch.

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With front faces only turned on, the 2D falloff brush acts more like a spray can.

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And with front faces only turned off, we get to actually paint all the way through our mesh.

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Now that we understand these two settings, let's turn off front faces only and turn on 2D falloff to make sure we're thoroughly removing weights.

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Another way to completely remove weights from a vertex group is to simply go into edit mode,

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select the vertices you want to remove weights from, and go to the vertex group tab.

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Make sure the correct vertex group is selected in the list and click remove.

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This should remove the vertices from the vertex group entirely.

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In the same way, you can also assign weights to a vertex group in edit mode as well.

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Let's apply a weight of 100% to the top third of this cube again.

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Simply select the vertices you want to assign weights to, change the value of the weight slider under the vertex group list to 1.0, and click assign.

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We can then go back into weight paint mode to see these new weights visualized.

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For those of you who are curious, while in edit mode, if you select a vertex group from the list and press select,

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it will select the vertices in that vertex group, and deselect, will deselect the vertices.

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Alright, now let's go back into weight paint mode and take a look at the other weight paint tools we have in our quick tools menu.

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Blur is a very helpful tool to use when looking to paint a natural falloff.

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Average does something similar, but specifically averages everything under its influence, smoothing sharp contrast areas.

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Smear allows you to carry weights over from one place to another with a falloff.

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And Gradient lets you paint a gradient starting with your selected weight and blending into the existing weights.

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Simply select left click drag to use.

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Keep in mind for the gradient tool, your weight and strength settings will be separate and above your brush tool,

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as the gradient tool does not use your brush, but rather a vector.

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And of course, the eyedropper tool allows you to quickly select weights by sampling the existing weights on your mesh.

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Now, weight painting for rigs is great, but it's important to know that vertex groups are not exclusively used for rigging.

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In fact, you can use them to affect modifiers, particles, physics and more.

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Let's take a look at that real quick.

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First thing we'll do is add a monkey mesh for easy visualization.

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If we go into the modifiers tab, we can add a modifier and see if it has a vertex group input field.

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Not all of them do, but certain modifiers, such as wireframe, include this input field for further customization.

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Let's add a wireframe modifier and see how it looks on our monkey.

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As you can see, it turns our entire mesh into a wireframe version of it.

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This is cool, but I still want to see my monkey mesh too, so I'm going to uncheck this option here called replace original.

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Great, but now what if we only want a specific part of the mesh to be wireframe?

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Well, for that, we can create a vertex group.

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To do that, let's go back into our mesh data tab in the properties editor and click the plus icon under vertex groups.

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We can rename the vertex group by double clicking it in the list.

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Let's call this one wireframe group.

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From here, we can actually go into edit mode and select all the vertices in the ear with the box select tool.

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Then go to the vertex group options, make sure wireframe group is still selected in the list, and drag the weight slider to 1.0.

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Then click assign.

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Now we can go into object mode and see if anything has changed.

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No, not yet.

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Ah, that's because we still need to go into our wireframe modifier and left click the vertex group input field.

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Then select wireframe group from the dropdown.

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Nice, now we can see that the vertex group is influencing the effect of the modifier.

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Only the ear has been turned into a wireframe while everything else has been ignored.

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You can also flip the influence values of the vertex group by simply clicking on the two headed arrow icon to the right of the vertex group.

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And now everything has wireframe except the ear.

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Meanwhile, increasing the factor slider below, we'll simply blend between the vertex group's influence and what we had by default.

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This exact method of using vertex groups as influence can be seen in particles and cloth as well.

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Feel free to experiment to better understand how you can use vertex groups for your own projects.

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I hope this gives you a fundamental understanding of how to create, use, and edit vertex groups in Blender.

