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So this question is fairly hard to word but I hope it attracts the attention of the knowledgeable...

I have a model of a person, a viking to be specific. This viking has a mustache and a rig. His mustache pivots along the head bone as intended but it rotates on the wrong point so it doesn't exactly stay attached to his head. It's a little complicated since the Mustache is a separate model but joined with this one. It uses separate vertices and stuff if that's relevant. The mustache has full weight influence but it doesn't help since the problem is with the pivot point it's following.

Here's a vid to explain it -

https://imgur.com/a/8oj6V

Thanks!

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  • $\begingroup$ Consider making the 'stash a different object and vertex parent to the lip. $\endgroup$ – batFINGER Mar 2 '18 at 20:13
  • $\begingroup$ .... and welcome to bse. $\endgroup$ – batFINGER Mar 2 '18 at 20:21
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There are two solutions that I can think of.

Solution 1:

Make the head and the mustache one mesh. You can do that by selecting both and pressing Ctrl+J. Now you have to make sure that the pivot point is stil right. If not select the point where the head connects with the body and move your 3D-Cursor to it by pressing Shift+S and selecting "Cursor to selected". Now press Ctrl+Shift+Alt+C and select "Origin to 3D Cursor".

Solution 2:

If you want to move the head/mustache only once or twice you can move your 3D Cursor to the point where the head connects with the body as described above. Then just change the pivot center to "3D Cursor" (see screenshot). You don't need to make the head and the mustache one mesh in this option.

Screenshot

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  • $\begingroup$ It's all already one mesh which could be part of the issue... the mustache is using the bottom of the head bone to rotate which is causing it to rotate on it's own instead of with the head. So I need a way to attach it to the head. Vertex parenting could be the way to go as batFINGER suggested but I've yet to figure that one out. $\endgroup$ – the_tubby1 Mar 3 '18 at 19:53

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