5 votes

Strange armatures on model after import

This happens when the file is created with a software that considers joints/bones as single point entities. Blender is one of the few software that gives joints both a start and an end points, most of ...
user avatar
  • 8,198
4 votes
Accepted

Strange armatures on model after import

Your bones are displayed as Sticks, you can change that for Octahedrals for example: Also, they are very small, you can select them all in Edit mode, activate the Transform Pivot Point > ...
user avatar
  • 106k
3 votes
Accepted

How to connect visibility of object with visibility of bone?

yes you can, but it works "not fine": right click on your bones "TV" -> copy as new driver then right click on your objects "TV" and click "paste driver". ...
user avatar
  • 36.1k
2 votes

How to get global rotation of a bone with respect to global planes of axis via python?

You can't do this. Why? It is because you have converted rotation from quaternions to Euler angles. That's basically means, that you have dozens of variants to have the same rotation using Eulers. Let ...
user avatar
  • 25.4k
2 votes

How to get global rotation of a bone with respect to global planes of axis via python?

I had a little look into it but I'm not an expert. Discovered you can get the matrix world of the selected bone using pb_mw = pb.matrix. Then using ...
user avatar
  • 941
2 votes

How to connect visibility of object with visibility of bone?

Good to know the more simple answer works, but I also wrote a custom operator to accomplish this task, It works in pose and edit_armature mode, but does not yet have an "unhide" method that ...
user avatar
  • 2,324
2 votes

problem with rig

you have to check your weight painting. Each part of your cute robot should only be parented to one bone, not to more. as you can see in my gif, you parented that part to upperleg_l and lowerleg_l. ...
user avatar
  • 36.1k
1 vote

Why do bones distort/squish my mesh?

You must have parented with the With Automatic Weights mode, therefore some vertices of the body will be assigned to the vertex group that will be controlled by the arm. Maybe you should use the With ...
user avatar
  • 106k
1 vote

How to connect visibility of object with visibility of bone?

Using this answer you can achieve the same process via scripting, just in case you want to automate the process ...
user avatar
  • 253
1 vote

Bone/armature mirror option isn't working

Rename the bones with proper names as R_ or L_ as prefix then symmetry in armature works
user avatar
1 vote

How to rig a shirt with buttons so that the buttons follow the mesh of the shirt

If anyone is still looking up how to do this in 2022, like I did today, I should note that when I tried this the first time, it failed. My parent object is deformed by an armature. However, the child ...
user avatar
1 vote

Can't get final rotation from bone that is rotated

The rotation of all bones can be retrieved as shown below. ...
user avatar
  • 23.8k
1 vote

How to copy path animation location and rotation and apply to a specific bone

Bake the animation select your object/armature in object mode, then go to object -> animation -> bake action and enable visual keying and clear Constraints. For Bake Data choose the one you are ...
user avatar
1 vote

I just can't rig the shoulder well

Your rest pose is a A pose, it would probably have been better to use a T pose, but you could create 2 shape keys, the first one being the basis, the second being the deformed: Keep the second ...
user avatar
  • 106k
1 vote
Accepted

Why is my IK Bone dragging the mesh with it?

You need to disable the Deform option for all the controller bones. You should have done that before parenting. Now you'll need to correct the weight of the feet and ankle bones so that they now ...
user avatar
  • 106k
1 vote

Bone heat weighting: failed to find a solution for one or more bones - no duplicate vertices

I think I fixed it although thanks everyone for your suggestions. I just scaled up everything and then applied scale - I had forgot to do this after scaling everything up before.
user avatar
1 vote
Accepted

problem with rig

To add to Chris' answer, instead of parenting with vertex groups, as your robot is made of separate parts, you could have parented each part to each bone: Select an object, shift select the armature, ...
user avatar
  • 106k

Only top scored, non community-wiki answers of a minimum length are eligible