The mesh part which is confused by the various cases and operates is registered as the new vertex group and all vertices in the registered vertex group are liberated from all interference by the unknown several bones. This new vertex group's weights will be reset by the weight value given your inputted float value for an additional specified bone. This simplifies the complex situation affected by various bones. This simplifies the indiscriminate weighting of a vertices part caused by automatic weight paint, and helps to keep the work going by making the weighting situation of irregular mesh simple again without backing down from the middle point of the work.