Clean intersecting geometry I have a mesh imported from a game that consists of multiple objects. The fact that there are multiple body sections is confusing auto weights when rigging, and is causing solve errors. Is there any way to remove the intersections so that it is one object? I was thinking of using some kind of boolean tool but rigging it manually would be much easier than de-sembiling the mesh and using booleans to reassemble it. Any ideas on how I could do it?

I want to remove all intersecting geometry so that the object is homogenous, not having extra mesh inside it but an empty shell so that weight paints wont get confused
Just so you know, I know how to rig, and am just looking for an easier way to weight paint
In conclusion, all I want to do is clean up excess geometry inside the mesh and overlapping geometry
This is a common problem. You're probably getting a &quot;heat weighting failed&quot; error, as described here:
heat weighting: failed to find solution for one or more bones.
This happens when you're trying to bind an armature to a mesh that consists of one or more pieces of non-manifold geometry. It doesn't matter whether these pieces have been joined together or not. If there is non-manifold geometry, you can encounter this issue. The only solution is to rebuild the mesh to get rid of anything non-manifold, so that you end up with one single, continuous mesh with no mesh collisions or holes. That will likely be a labor-intensive effort, but you might be able to reduce some of the workload by using the Mesh Cleanup tools.