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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.
1
vote
Why can't I parent two bones together?
The linked video shows parenting with an Offset. If you'd like the two bones to actually connect in your own rig, select Connected instead. Better yet, select the bone roots and hit F afterwards, so y …
1
vote
Blender Automatic Weights: Is it grabbing more mesh than it should?
Yes, automatic weights don't always give the desired deformations. You'll likely have to weight paint things manually to get the exact look you're going for. I'd set my weight paint mode to 'Add', a …
4
votes
Is it possible to use a slider toggle from FK to IK, in a armature?
Or are you asking about the actual mechanics of rigging the arms? I think they're still done using three separate chains for each arm/leg(possibly 4 if there's a slave rig). …
0
votes
Accepted
Legs twisting in rig
The rest position of the knees have a slight backwards bend to them, but they should instead have a forward bend. Once the bend was added, zero-out the rolls on each bone to 0 degrees, and in the I …
1
vote
Accepted
2.7 -- Rigging model and not seeing "Deform" section in Armature >> Object Data >> Skeleton
The deform section is one icon over from where you are in that picture, on the properties panel. Click on the 'bone' icon, the deform will be there. By the way, that tutorial is out of date, and you …
0
votes
armature deforms body
You need to modify the weights of the side torso. Select the mesh, hit Ctrl+Tab and get into Weight painting mode. For more information about weight-painting, please see:https://www.blender.org/manu …
2
votes
What does abbreviations like DEF, MCH, CTRL, WGT stands for in rigging?
DEF: Deform. A bone which deforms the mesh.
MCH: (Not sure)
CTRL: Control bone. The ones that typically control DEF, and get key-famed.
WGT: Widget. So likely a polygon used to make the widget for …
3
votes
Clothes weight paint / skinning
There's a few solutions you can try out:
Delete the mesh that's underneath the jacket. Yes, it seems weird to do, but unless the character is taking off the jacket in a scene, you won't have to wor …
8
votes
How to combine various armatures?
Select all the leg armatures, in Object mode.
Go to the Object menu, >> Join (or Ctrl + J).
That said, I hope you didn't weight paint anything yet, because if so, you may have to rename some of you …
1
vote
Accepted
My armature deformations inexplicably 'pop', without any shape keys or other modifiers. What...
When in doubt, check out the various settings in Properties >> Bone Settings >> Deform Tab. If there's more than one segment under 'Curved Bones', try dialing it down to 1. While sub-dividing curved …
2
votes
Accepted
Connect Hip Bone to the Tail of Backbone
Like Sambler eluded to, parent the hip bones to the backbone without being connected. This is also known as 'Keep Offset'.
Get into Bone Edit mode.
Select Hip_L/Hip_R bone.
Select Backbone.
Hit Ctr …
2
votes
Accepted
Rigging character; Keep Offset not working?
You have to jump into 'Pose Mode' right after parenting. Then try rotating the bone. From the looks of it, you have everything else right.
1
vote
Rigging a flexible rod
I would start with one bone for the whole rod (the bendy part anyways), and weight all the geometry to that bone. Then...
Get into bone edit mode, select the bone.
Invoke the Subdivide command on t …
2
votes
weird rigging problem
Your mesh have too many unrelated bone influences. Your best bet at this point:
Get into weight painting mode
Select all the bones
Hit W >> Assign Automatic from Bones.
Viewport menu >> Weights >> …
0
votes
Rigify rig bone selection problem
Bone selection works by first finding if the cursor is in an area that the bone shape occupies. You're going to select the root in the above because its occupying screen space, and yes, as you suspec …