Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This might not be about weight paint at all, but if you weight paint the seam, the line between the glove and the skin, it couldn't possibly break open like this unless there's another earlier bone that's weight painted to that area.
I assume you weight painted every piece of the mesh separately, which is a decent practice, but this is the problem you might encounter if both pieces of mesh make up the entire model.
I recommend that you either weight paint everything at once, or that you split the model into pieces in Edit Mode, then 'P'. Then puzzle together the base. The base would be all parts that make up the mesh without the mesh having any holes.
In your example, both the glove parts and the skin tissue are required to avoid holes, thus both can be weight painted at the same time with some delicacy.