Many real-time algorithms for mesh deformation driven by animation of an underlying skeleton make use of a set of per-bone weights associated with each vertex. There are few unguided algorithms for the assignment of these weights with a recent proposed solution being bone heat [1]. In this paper, we briefly discuss bone heat and provide examples where it performs poorly. We then develop a refinement of bone heat, termed bone glow, which, in our validation, performed as well as bone heat in simple cases while not suffering from bone heat's observed weaknesses.