A simple operator to skin all vertices on the selected meshes to a bone on the active armature.
I made this because I often work with scenes where multiple mesh objects need to be skinned to the same bone, and doing it manually takes way too long.
The operator can be found in the Object menu in the 3D Viewport.
What’s New
Bug Fixes
Fixed a bug where vertex groups were being incorrectly mirrored.
Filename:add-on-skin-mesh-to-bone-v1.0.2.zip – 3 KB
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