0
$\begingroup$

How to parent armature bone in pose mode to 3 vertices of a mesh

Because parenting a single atmature bone through object mode works fine, but trying to accomplish the same result witch constraints in pose mode seams to be broken. weather by child of or copy transform :/

$\endgroup$
20
  • $\begingroup$ Why in pose mode? What advantage do you get? $\endgroup$
    – Relevred
    Commented Mar 24, 2021 at 20:29
  • $\begingroup$ Because I need a LOT of them. and having that many armatures or anything will get in the way $\endgroup$
    – Cimo
    Commented Mar 24, 2021 at 20:45
  • $\begingroup$ But how will pose mode change the amount of armatures in your scene? Can you clarify a little bit more? $\endgroup$
    – Relevred
    Commented Mar 24, 2021 at 21:01
  • $\begingroup$ Because one armature can have many bones in it and they can be edited all at the same time and easily found within that one armature. Less objects in collections. $\endgroup$
    – Cimo
    Commented Mar 24, 2021 at 21:07
  • $\begingroup$ So, do you just want a way to parent 3 separate vertices to a bone? You don't need pose mode to do that. $\endgroup$
    – Relevred
    Commented Mar 24, 2021 at 21:22

1 Answer 1

0
$\begingroup$

To strictly answer the question: Easiest thing is to parent an empty to the mesh vertices, then copy transforms from that empty. (And probably limit scale, because vertex triangle parenting leaves you with some pretty gigantic skew problems that you probably don't want...)

Alternative, without any empty, is to copy location from a vertex group marked vertex, damped track another vertex group marked vertex, and then locked track a third vertex group marked vertex. (Copy transform or rotation from vertices is never a good idea.)

However, most of the time people ask this question or one like it, they're trying to do something impossible. They're trying to acquire this position and then use it to further deform the same mesh that they're "parented" to. You can't do that-- it's a dependency loop. The mesh depends on the bone which depends on the mesh which depends on.... The end goal of people asking this may be achievable, but this particular technique is not a means of achieving it (and the technique that works is likely to be complicated, possibly involving dummy copies of the mesh.)

$\endgroup$
1
  • $\begingroup$ :D thank u very much! $\endgroup$
    – Cimo
    Commented Mar 26, 2021 at 3:29

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .