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I'm doing some tricky armature work with clothing; and I need to deform according to specific bones. However, my initial mesh was created using MB Lab, which, while great, hides all of the deforming bones when Use Inverse Kinematics and Use Muscles are selected.

For the life of me, I can't figure out where these non-IK bones are, or how they're working. The trick explained to me in the past was to duplicate the armature, remove all bones that I don't want to use, Automatic-Weights-Parent my mesh to the armature, then change parents without changing weights to the old armature. This would be doable, if I could find the normal bones.

They aren't hidden in any typical fashion. Alt + H and other tricks do not help. I'm beginning to wonder if they're still "bones" in the conventional sense, and I'm having a very hard time finding anything on the web.

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  • $\begingroup$ Anything showing disabled under the armature's Object Data Properties in the bone layers? $\endgroup$
    – John Eason
    Jan 13, 2022 at 23:19
  • $\begingroup$ That was it! I've fallen so far behind with how armatures work... I just needed to change layers. If you feel like turning this into a full response, I'll accept it as a solution. $\endgroup$ Jan 13, 2022 at 23:45
  • $\begingroup$ heh. I was about to write it up, but @JohnEason deserves the votes. $\endgroup$ Jan 13, 2022 at 23:46
  • $\begingroup$ Ok. Now added as an answer thanks! $\endgroup$
    – John Eason
    Jan 14, 2022 at 0:11

2 Answers 2

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Check if anything is disabled in the bone layers under the armature's Object Data Properties.

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    $\begingroup$ Specifically, the first bone layer has the deformation bones, the 2nd has the IK bones, and if you have muscle bones they go on the 3rd layer. $\endgroup$ Jan 14, 2022 at 0:36
  • $\begingroup$ To expand on this for anyone who is in exactly the same situation I was, MBLab and Blender 3.0 now divide the bones into layers for organization--which is cool, because there are a ton of them. Marty expanded further on this. By duplicating the armature, removing all of the bones of the second layer, and parenting to it with automatic weights; then reparenting to the original, we can achieve proper IK-controlled mesh deformation of clothing. $\endgroup$ Jan 14, 2022 at 13:43
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  • Select Skeleton
  • Go to Pose Mode
  • Select Object Data Properties (the green running man)
  • Under Skeleton/Layers⇧ Shift + Click the second white dot, this shows and hides the bones

This is using Blender 3.1.2 and MB-Lab 1.7.8

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