Turning the rig's bone ownership data into automatic paint sheets paint once, every frame updates, and stretching a bone moves the body but not the sword is elegant and the honest nine attempts note on pixel lock shimmer feels like real engineering. So when you paint a hat or cape beyond the skin, how does the rig decide which bone owns that new paint during animation?
Thanks "feels like real engineering" is high praise! Each group gets its own box and anything painted in it belongs to the closest bone in the rest pose hat rides the head, sword goes with the hand. Quick q does closest bone hold up for big multi bone capes or would you want manual assignment there?