Questions tagged [bones]

Bones are the individual sections of an armature that are used to deform the mesh. Bones act like other objects (they have properties and can have constraints) but are invisible in the render.

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How to create a chain of bones ( not b-bone ) that we can contrl like a curve?

We have 3 Ctrl bones. The Def bones chain consists of regular bones. Why can't we use B-Bone? Because we must leave the possibility to control each segment of the Def bone chain separately. The chain ...
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In Blender, my character doesnt come with bones in fbx format

In Blender, I am currently using a panda bear from the link https://3docean.net/item/cartoon-panda-rigged/21749155. I inserted the Panda Bear model in Blender as an FBX and I added the texture in. But ...
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I struggle with rigging

I struggle with rigging. I need two pivot points on a model, the problem is, the bones doesn't follow each other. If i put the second bone as parent for the first bone, it's okay, the first bone will ...
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Robot Rigging: Join + Parent Bone or Parent to Empty Group

For robot/mecha rigging, is it better to rig by: Join objects, and parent bone to the armature? OR Parent with Empty group, and assign each bone to armature? If both methods are viable, then what is ...
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The results of python scripts and python console are different?

I'm running a script to create a bone and rotate it by setting rotation_euler of the PoseBone. But I got wrong results from the scripts. My scripts code: ...
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Switching parents causes objects to lag behind

I've got 4 child of modifiers setup: -Right hand follows Gun Stock -Left Hand Follow Right -Gun Follows Left -Gun follows Right I want the sequence to be Right Follows Stock and Gun follows Left, to ...
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Get value of a keyframed pose bone property in a frame_post handler

As the pose bones don't have an "evaluated_get" method, I'm not sure how to get the correct value of the property in the frame_post handler. I've tried evaluating the armature itself and ...
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child of bone constraint Out of position in the iterative process

I referred to this video. https://www.youtube.com/watch?v=jXCq8CncEeA&ab_channel=LevelPixelLevel I let the object's arm catch the ball in the 15 frame. I let go of the ball at 30 frames. And the ...
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How do I set Keyframes for Armature Bone properly?

I'm new to python and blender scripting. I'm trying to make a script where I set a bone's keyframe to values I specify, one for scale, one for location, and one for rotation(in Quaternion). I'm ...
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How to move two ends of a mesh (pneumatic arm) to a different bone

I am trying to make a pneumatic arm via two bones that grab each end of this arm. I want one bone corner to grab one end of the mesh and another bone group to grab the other end of a mesh. Each end ...
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How to fix error "Bone Heat Weighting: failed to find solution for one or more bones" in low-poly mesh [duplicate]

I'm currently working on rigging my first character mesh for a simple project. However, I'm receiving the aforementioned error every time I try to parent with automatic weights. I've checked various ...
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Trying to make pneumatic/hydraulic arm, struggling with parenting vertices to bone (edited for clarity)

In its current state, I am trying to parent one end of the selected pneumatic arms to one side, and the other end to the other. I want it so that when I move the arm outward, it appears to be ...
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How to add a custom propery to a PoseBone, with changed values for min/max ect?

There are a lot of simple examples to add custom properties, but since Blender 3.0 there have been some API changes that made it a bit confusing to create via python some custom properties to PoseBone ...
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Control a bone axis using another bone

I would like to rotate the length axis of an object (or bone) that is otherwise rigidly fixed/parented to a moving second object. I want to parent a/another bone to the second object that always ...
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snap bone locations using python

I'm trying to snap bone locations which are of a certain proximity to a vertexes of a mesh, to the difference of position based an the corresponding vertex of another mesh with the same topology. ...
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Error Updating My Character to Mixamo

I made and rigged a character in Blender and when I imported it to Mixamo. It said 'Error while generating motion' Here's the file: https://drive.google.com/drive/u/0/folders/...
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Is there a way to make individual bones of a rig follow separate tracks?

I've been trying to learn some basic Blender skills in order to experiment with motion capture. I made a homemade tracking suit with some polystyrene balls, and used two cameras to create depth of ...
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Paste x flipped pose not working at all

Already tried recalculating rolls, checked that every bone is named L and R, and that the skeleton is placed in the center. But it wont work! Before I transferred some vertex groups from another mesh ...
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How can I get the global location of a pose bone's tail using only the bone's head location and its rotation?

Is there a way to recover the pbone.tail location given a pose bone's global position and any one (or combination of its available matrices)? The problem I'm trying ...
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Is there a way to zero out Bones from a Blender Rig?

Is there a way to zero out the transform and angles of a Bone? I´m trying to rig a human to use it in Unity. You can see the current situation in the picture below. After the export to fbx the ...
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copy rotation not working properly after joining two armatures together

So I created a robot hand and I rigged the fingers with separate armatures using limit rotation and copy rotation constraints and it worked. After the fact I created the rest of the robot and started ...
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Why do certain parts not move with the bones when rigging?

So I'm a beginner who is stuck. When I move a bone, some parts of the mesh remain in the same old position, particularly those faces that I formed with a knife (e.g. eyebrows, lips) I'm using the ...
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Animate model using skeleton keypoint information

I am trying to animate a model of a person which I have 3d scanned and rigged myself. The animation should be done automatically using scripting and information about the joint positions at each frame....
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How to add keyframes to a bone, where the bone was resized by setting its head and tail global position?

I recently asked a question on how to resize a bone by specifying the location of its head and tail. That question was answered. What I now want to do is to set keyframes on the resized bones, that is,...
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Limit rotation axes of a bone driven by an IK

I'm trying to add bones to the standard human metarig to control an exosuit that moves with the leg. The chain of new bones is fixed at the models back, then runs down to the knee. I've tried linking ...
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How can I move part of my armature and change the origin of the bones

This is my first time posting here. I ran into a problem with my armature, im sure it's an easy fix. I've done modification to my character, now i want to realign my armature to my new character. I ...
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Mesh/Model twists when moving root bone

Root bone twists legs and arms at the connecting point of each bone, No clue why. Here's what I mean And on default. What I've tried so far is weight painting but it seems like it's not the cause of ...
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How to move and resize a bone in Python such that the head and the tail are at a certain global position?

I want to move and resize a bone by setting the coordinates of the head of the bone and the tail of the bone explicitly. For example, let's say that these are my coordinates of my bone head: ...
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Unwanted bones/invisible bones. Don't know how to delete them

There are more than 25 bones that I believe I don't need as my rig only has ~20 bones. There's no way I have more than that. and when I select the bones some of them affect the weight paint, Some of ...
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Make only a bone follow a path?

Is it possible to just make a specific bone and its children follow a path via the Follow Path constraint, and not the whole armature?
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When I try to automatic weight bone with mesh then mesh goes to another place

After joining bone with mesh, this is happening. I also provided a link to my file here -
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How do I merge two armature ends into one?

I want to merge the armature joint to the other bone joint located at the 3D cursor. I will also move the first joint onto the 3D cursor but how can I merge the two into one single joint at the 3D ...
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How to make Object parent of Bone ? (Opposite of Original)

I have a rigged model. Bone and object. And i am trying to make parent an object. Initially Bone must be parent of Object. But i wanna make opposite. I select bone then object, CTRL+P = Object. ...
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Followed a rigging tutorial from Ryan King Art on youtube, and one arm on my rigged character deforms, how can I fix this?

I created a rig for this character using symmetrize, and the weight paints look identical from one arm to the other. But for whatever reason, one side functions, and the other side does not. The bones ...
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Avatar's skin stretches when moving the armature in pose mode

I've finished rigging an avatar and, as the title suggests, whenever I try to move the armature in pose mode, the avatar's mesh from the feet and hands stay in place, stretching out the skin. I think ...
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Foot bone rotates when IK bone is moved up or down

The foot bone, instead of staying flat when I move the IK bone up or down, rotates. I tried adding a copy rotate constraint to the IK mover bone that doesn't rotate but the foot bone still rotates. ...
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deform Bone that glides under a mesh, slowly changing vertex weights

I'm looking for a good approach for a bone that both deforms but also slides under a character mesh. If I parent using Automatic weights, then only the mesh close to the bone will deform: and if the ...
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Bones not staying selected when going into weight paint mode

I'm trying to automate the weight painting process for some bones on a rig. My code is mimicking the way it is done manually: Go into pose mode Select bone Select mesh Go into weight painting mode ...
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I'm having a trouble with exporting a model to FBX

I am currently trying to convert a set of model to an FBX. The "a set of model" is a customized model, which means I attached some custom meshes (from now on, I'm calling this "Exotic ...
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x Mirror is not an option in 3.4

I've watched a couple weight painting tutorials on how to mirror the weight paints I create, but how do I use the xMirror setting in Blender 3.4? The option Mirror Vertex Groups does not seem to do ...
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Keyframing a bone at a predesignated positions in the Timeline

I am in a process to animate a character. I would like to know, is there any way to jump at the keyframes that have already been made for some other bones (say Bone.Ys) and now wishes to jump at those ...
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Bad armature when copying and mirroring vertex weight

I am trying to rig two arms that are exactly the same but one is left and the other one is right. They are both part of the same mesh and share the same armature. When I first set "automatic ...
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Fixing the pivot point of IK arm

The forearm bone connects to the upper arm and then to the shoulder/collar bone. I need it to pivot around the last bone and not the shoulder/upper arm bone. I know how to increase the chain size but ...
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How can I apply a current pose as rest pose to driver bones?

I have a bunch of driver bones that drive some modifier parameters for the Grease Pencil object. I want to apply some of my bones as a rest pose. But when I do that, the driven property jump to 0. I ...
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How to edit a custom bone display mesh whose object has been deleted

I did the following: Add a Circle named "BoneIcon" Assign Circle as the "Custom Object" of several bones ...
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When pairing armature to object the obect "jumps" away

I made an armature/bones in rigify and tried to pair it to the object and the object jumps away when pairing and is not in the object. What do i wrong? I guess it has to do with the black line at the ...
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Why after parenting, the mesh lays down while the armature stands up?

I am trying to make a stethoscope Before parenting After parenting How do we make it so both of them are vertical?
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Blender to Unity (collisions)

I'm wondering how to import objects into Unity without it colliding as a block with the car. Hoping to make a racetrack that is interactable in Unreal Engine 5. Is this possible or am I short on ...
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Rotating individual bones in Python not working

At the end of a script, I need to disconnect all the bones in my armature and rotate them 90 degrees to match what Unreal expects for the joints. I can't seem to get this to work in Python, though. ...
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How can I get / set the name of an extruded bone in Python?

I'm auto generating my armature, and after extruding a bone, I'd like set its name. This will help me reference it later, so I can parent other bones to it. Right now I'm extruding the bone with this: ...
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