An Odd Weighting Problem

I finished my model I started painting the weights, thn the mesh starts to dissapear as Im painting the influence. WHY? this is an annoying experience. here are some images to show you what i mean

Weird huh?

Anyone know whats wrong?

I've tried the Normalize weights thing, and someone told me to use the component editor, but they didnt explain how.

If ANYONE knows hat rong PLEASE let me know

Thank you!

actually weightNormalization would help.. but problem is in Your understanding how smoothSkinClusters work, thats why You've got confuse by this behavior. Never paint (Replace) 0.0 value for one transform, unless You are sure that another transform will recieve a influence You are just removing. In Your case You've made tha all transforms (except current one) in cluster influence the vertices of skin equaly, which make them move unpredictably odd.
in general You should understand that

influence#1+influence#2+...influence#N=1.0000

which means, removing amount X from one transform, other N ones recieve X/(N-1) each, so it always sum up to 1.0.
be urged to meditate about this, before You continue further efforts.
and Yes, componentEditor is a good thing. consult the manual about smoothSkinning itself and read chapters and tuts about techniques involved.

I'll be the first to admit that my comprehension of what you just posted is somwhat limited, SO!!!! does anyone know how to translate what he just spat out?

I think the middle part pretty much says: (paraphrased of course)

Pretty much, your whole mesh influence will equal 1.0

..."when you take away some influence from one spot, it goes somewhere else..."

Basically Blacksnake is saying that if you paint an area to 0 weight for instance, another joint will automatically take up some of that slack to even out to 1 across the mesh. You can partly get around this by 'locking' the joint by using 'toggle hold weights on selected' button.

Try first painting the joint for the main area you have trouble with, or the joint whose influence is most important. then press the 'toggle hold weights on selected' button for that, which'll lock taht joints attributes. then move to the next most important joint.

paint keeping in mind the above, that values must even out to 1 among all your joints, so pick brush values accordingly - like .25 here, .75 for the next, etc.

some values u may have to release the 'lock' so they'll be influenced. also just pick the abolutely necessary joints that you need to deform to paint, paint the rest black and lock them.