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I'm assigning .25 at the joint to one bone, and to the next verts ring I assign .25 to the other bone. After assigning .25 to each bone at the joint, I'm assinging full weight (1) after the .25
. Hope that makes sense.
EDIT: I have added images of the weight paint to try and make my explanation a bit more clear:
Weight paint of the top ear bone: http://imgur.com/YVwOsI4
Weight paint of the bottom ear bone: http://imgur.com/cBXghka
So each weight paint layer is a single vertex ring loop (except the red one) with different values. To the top ear I added .25 (cyan), .50 (green), .75 (yellow) and 1 to the red part.
Here's how the mesh is deforming after posing the top ear bone: http://imgur.com/ibAi37r
Here's another image taken from another angle of how it's deforming: http://imgur.com/CtKmBnU
I hope that shows what my problem is.
Again, thanks for taking the time helping me with this. I'm kinda new to blender.
I recommend painting the bottom bone so that the weight-strength fades the further up you go through the ear, until you either reach the very tip or close to the end.
You want to do the exact reverse with the top-bone and have it fade the further down the ear you go. This way, there's an intrusion between the two and you will get a smoother effect inbetween the areas and not have the edge inbetween be too visible when you pose it about.
Also, if you want to be *really* safe about this, you can paint the "master-bone" that the ear-bones are connected to to also include the areas of the ears with a strength of around .50
That restricts the mesh from crippling because it's also assigned to the foundation of the closer bones.