Renaming a bone of an armature also renames the matching vertex group of linked objects/obdata, if found.
Currently there is no check made for potential collisions in vgroups names, which can lead to two or more vgroups having the exact same name, which is considered as invalid data.
This could be solved in several ways:
- Rename the existing/clashing vertex group (and make sure all usages elsewhere are updated along)
- Change the specified bone name to be unique in a way that it does not conflict with any existing vertex group name.
- Merge the (renamed) vertex group with the already existing one with that new name.
- Refuse to rename the bone in case it would conflict with another existing vgroup name.
Original Report
System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71
Blender Version
Broken: version: 2.93.5, branch: master, commit date: 2021-10-05 12:04, hash: rBa791bdabd0b2
Broken: version: 2.83.0, branch: master, commit date: 2020-06-03 14:38, hash: rB211b6c29f771
Didn't test earlier than that (thought 2.79 is too different to matter); didn't test intervening versions; 2.83.0 is just the oldest version since 2.80 that got saved in my Blender folder.
Short description of error
Renaming bones in an armature renames vertex groups of child mesh objects without dealing with name collision. When that happens, a lot (most?) functions involving vertex group weights no longer work correctly-- it appears that they assume vertex group names are unique identifiers.
Exact steps for others to reproduce the error
- Make a monkey. Give it a vertex group. It's named "Group".
- Create an armature. Parent the monkey to the armature with automatic weights. Monkey now has VGs "Group" and "Bone".
- Enter edit on the armature. In properties/bone/name, change the name of Bone to "Group".
Monkey now has 2 VGs named "Group".
And, when they get created, stuff breaks. I consider the real bug here to be, "Vertex groups can acquire identical names", but one could also consider the bug to be, "Multiple operations assume VG names to be unique identifiers when they are not necessarily unique."
Here's a quick screenshot of a bugged mesh (not one that I made.) Notice the sidebar list of vertex groups: we've got three different duplicated vertex groups in that list, by my count.
What breaks when this happens? The first obvious thing, apparent from the screenshot, is interpolation of vertex groups from a subdivision modifier. We can see that the selected vertex group is no longer interpolating smoothly between verts.
What else breaks? A "normalize all" operation no longer actually normalizes all vertex groups properly. Post normalization, these don't add up to 1:
I'm sure that there are other operations that would stop working as well-- those are just the quickies that I noticed. If subdivision interpolation doesn't work right, I wouldn't expect poke faces interpolation or inset faces interpolation to work any better, for example. But I haven't tested all that.
I'd consider this a really low priority bug. The problem doesn't actually show up that often (I'd estimate five times in five years for me.) And it's reasonably easy to work around, provided you're willing to throw your weights away-- you just delete all groups and start again. If unwilling to delete all groups, you can probably get what you want with some math on the VGs (with a VG mix modifier or with geo nodes) and then delete only the problem groups.
Unfortunately, the one big problem with this bug is that it's not very apparent when it happens, which can lead to extra wasted work.

