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Rigging is the process of creating a skeleton (armature) to control the movement of objects, typically characters. This involves setting up bones, defining the relationship between them, and applying constraints to create smooth, realistic animations. Use this tag for questions about armatures and rigging questions/issues.

2 votes
Accepted

Generate rig from mesh

Add Skin Modifier to your Mesh (edge structure) Press "Create Armature"
vklidu's user avatar
  • 37.2k
3 votes

Copy and Paste Poses not working

You should check Mirroring. If you want to mirror your animation form the left side to the other side during pose mode you just need to select the whole left side then copy the pose with Ctrl+ …
vklidu's user avatar
  • 37.2k
1 vote

Blender 2.81: How do I import the rig correctly?

Fixing bones in edit mode is possible (it does not affect skinning). But transform "Pelvis" bone in Edit mode affects final animation. Here overlaped your armatures with armatur with edited pelvis ( …
vklidu's user avatar
  • 37.2k
0 votes

Rig rendering as black in Cycles

The rigged character appears dark because of flipped normals generated by Solidify modifier. If you disable modifier it is rendered fine, but ... ... in your case the solidify modifier is used to gene …
vklidu's user avatar
  • 37.2k
2 votes
Accepted

Armature is deforming too much mesh on one side. Rotating hand also rotates foot

Sounds like Automatic Weight Paint failed. Possible reason can be wrong Normal Face orientation. In this example I also model separate parts of body. Later I joined right parts together. When I Mirro …
vklidu's user avatar
  • 37.2k
2 votes

Typographic Animation (walking letters)

moonboots's answer in image ... Select a letter, Shift select the Armature Switch to Pose mode, select a bone and Parent to Ctrl + P > Bone (Walk downloaded from Mixamo. I just added a keyframe of …
vklidu's user avatar
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0 votes
Accepted

How to have multiple animations in a blender file, with a multiobject mesh without a rig

What you are actually animating on object level is object's Origin (orange dot) loc, rot, etc. Joining objects into a single one gives you only one origin for all parts to store animation. So there is …
vklidu's user avatar
  • 37.2k
2 votes
Accepted

The clothes in my mesh disappears or gets destroyed when I make the armature the parent

Your Armature modifier should have choosen Object > Armature (not a mesh object) ... You can set it manually in modifier, but it would be faster to ... Delete your Armature modifiers Select Mesh obj …
vklidu's user avatar
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4 votes
Accepted

Fixing Descending stairs walk from mixamo

Mixamo's source data definitely doesn't follow same conventions, bone structure, naming, rig etc ... it generates issues ... here it looks like the data was automatically processed to keep feet contac …
vklidu's user avatar
  • 37.2k
1 vote

How to connect Bones

Check in Edit mode if Bone is set as Connected under Bone Properties > Relations From what is seen in your screen, the checkbox seems to be unchecked ...
vklidu's user avatar
  • 37.2k
1 vote

How to make folded sails with rope animation

Not an easy task ... cloth collision is always tricky ... here something with self-collision enabled (to prevent intersection seen in video). With one more subdivision more details, but also more col …
vklidu's user avatar
  • 37.2k
2 votes

X-mirror pose isn't symmetrical

Bones lid.T.L and lid.T.R are placed exactly at mirrored position -0.14287 / 0.14287 ... ... but your mesh vertices (pink oval) aren't and also vertex assignments to bones and weight is different (pin …
vklidu's user avatar
  • 37.2k
1 vote

How do I get the object to follow the Mixamo Rig

Like here Rigging two handed weapon. …
vklidu's user avatar
  • 37.2k
2 votes

How do I create a subtle flipper motion?

version Modifies Even this site does not support this kind of question and I fully support Gordon's comment ... I did similar kind of simple motion without armature ... add a Plane along Z axis, divi …
vklidu's user avatar
  • 37.2k
0 votes

Armature Issue: Mesh doesn't follow bone

Mesh doesn't follow bone because vertices are assigned into a more vertex groups ... Like this part is assigned at the same time to the Bone, Bone.001, and Bone.002 ... it means each vertex position i …
vklidu's user avatar
  • 37.2k

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