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Bones 1,2,3,4,5,suspens, are all child of bone "control", which can move up and down and rotate left/right. Suspens has a "stretch to" constraint pointing to "car" bone. Bones A,B and C have a "stretch to" constraint pointing at 2,1 and 5. Car and Car2 are parented also.


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3D Space View Menu In the View menu of the 3d view which calls operator bpy.ops.render.opengl(...)


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Python console. Bit of "educated guesswork" going on very little from question. I'll try and cover all bases here Using python console, C = bpy.context The armature object has context, in pose mode >>> C.object bpy.data.objects['Armature'] >>> C.mode 'POSE' The active pose bone >>> pb = C.active_pose_bone >>> pb ...


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The following helped me` I selected model, bones and create a copy, then I exported a copy of model and this issue was fixed.


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If you select armature A, then shift select Armature B, then press Ctrl J, they will be joined into a single armature called B; so you have to set your mesh constraints to look at armature B, not A.


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Did you apply scale to the rig/armature after re-sizing the armature? If you don't apply scale (Ctrl+A) the mesh will not follow it. Or are you trying t o"join" them together? Ctrl+J.


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When you join two armatures whoose bones share some names, the last selected ("active") armature bones mantain their names while the first selected (which will be merged into the other) will have all duplicated names with an added suffix ".001". So, you can type ".001" in the outliner filter and you will have a list of all duplicate names.


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Dyntopo messes with vertex groups, and the weights attached to an armature are vertex groups. That means that if you want to sculpt an object that is being posed by an armature, you have two options: either don't use Dyntopo or apply the armature modifier. The latter option is only a good one if you don't plan on changing the pose; if you choose that option, ...


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Import DAE with Import Units option enabled. Thant's what I get when imported ... (not so far or behinde as you wrote). Scale of armature is 5, but objects are 1, that make a difference. All is rotated in Y axis, but better fix that after meshes are not parented to armature. Also I would recommend to Apply Rotation (Ctrl+A) > Rotation before parenting ...


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Select the face and create a new orientation coordinate system clicking the plus button. Then set cursor to selected, then select the head of the bone and set selection to cursor, then do the same with its tail ( so both are in the same spot) then (still with only tail selected) press G Z, move the mouse and confirm LMB. This procedure will automatically ...


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You can essentially get rid of the arms by adding a cube, scaling the cube over the part of the model that you don't want, and adding a boolean modifier to that cube. In the boolean settings, make sure that the boolean operation is set to difference. (It should be the default). Finally, set the object that it removes mesh from to your model. Now apply the ...


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Simply click on expand arrow with Shift key. It will expand/collapse everything under it. So if you need ... expand all (under collection) - click on Collection expand only specific bone chain - click on Armature Example with and without Shift key: Or use "+" / "-" key (with cursor in Outliner Editor) to open / close one level. More details in Blender ...


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You can do it with just two clicks. RMB > View > Show hierarchy Shortcut: Home


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Start by trying the latest stable version, Blender 2.81a. If that fails, make a backup of your project and try downloading an "Experimental" build of 2.82 from: https://builder.blender.org/download/ The reason I suggest this is that many armature-related bugs and issues have been corrected over the last 6 months or so in the glTF exporter, and not all of ...


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Your bones might be moved in the pose mode. To reset all the bones do the following. Make sure you are in pose mode Select all the bones press Alt + G, Alt + R, Alt + S to reset position, rotation and scale respectively. Without more information than you gave in those screenshots, I can't really help any more. There might be some issues if you used a ...


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You can use a cloth simulation with collisions to animate a realistic string being pulled through a hole or around any other kind of object. Set vertex group (these will be the vertices that will move the whole string, like the ends) by selecting some vertices and in the Object Data Properties panel, then clicking the + under Vertex Groups. Make sure you ...


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While @Carlo shows the very precise version with a string following a path, i have a different suggestion that could be interesting. Depending on how tight the tendon is supposed to follow the bone and how natural it is supposed to behave while and after, i think the cloth simulation could give you some interesting visual appeal. Create the collision ...


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Curve modifier I'll start by modeling the shoelace along the X axis. Be sure to place enough edgeloops for a correct deformation. Add a curve and assign a Curve modifier to the lace. You should see it deforming accordly to the referenced curve. The deformation axis should be X. Now you simply have to animate the X location parameter of the lace like the ...


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If this doesn't work for anyone, something I found out is that the armature is hidden in sculpt mode. If you are in sculpt mode switch to layout. :)


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I had the same problem working with v2.8, and I found that if you move your object out of its original hiearchy where it was "linked"/"parented" from the armature in the scene selection (in "View Layer" top left) into just the scene selection (in "View Layer" top left); then you have the option of reset to parent Ctrl + P > Set parent to > Armature Deform > ...


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You could parent the object to the armature with empty weights and then do the weights yourself. You might have better luck starting with a basic rig that is already linked into a shape and then match it up within your object and then try pairing it with automatic weights you might have better luck. Normally, it works, but there is always autorig pro, it has ...


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Your arms IKs have their pole targets set to your legs pole targets. You forgot to set the pole angle to 180° on your right arm as you did on the left side. Your Hand.R bone is rotated in pose mode. Go in pose mode and hit ⎇ AltR to reset its rotation. For your IK chain to fold the right way, there are two things you can do: Already fold the chain ...


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Use recursion import bpy def walk_bones(bone): yield(bone) for b in bone.children: yield from walk_bones(b) ob = bpy.context.object arm = ob.data rootbones = [b for b in arm.bones if not b.parent] for rb in rootbones: for b in walk_bones(rb): print(b.name) Adjusting slightly to def walk_bones(bone, level=0, sp=" "): ...


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Try changing the transform orientation using the menu located in the middle of the header near the top of the screen. If none of those orientations are aligned the way you want to, you can create a new orientation using the + button. That will create an orientation based upon the selected object.


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Select the bones you want to keyframe, then change the mode from Object Mode to Pose Mode. Then, once you are satisfied with editing your bones, press I and then click on LocRotScale. This will add a keyframe for the location, rotation and scaling for all selected bones. I suggest you read this.


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Select all bones in pose mode, Press I and T to insert keyframes for LocRotScale (i.e. location, rotation, scale)


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Delete the Rigid Body simulation. It is good to Apply Object Transform and parent the character to the armature, so it will follow it. I recommend you to transfer the character to the new blend file to get rid of the legacy scene settings.


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It looks like you've accidentally weighted the wrong vertices. Select the mesh, enter edit mode, and select those vertices. Then, click the Object Data Properties tab in the properties panel. Find Bone.004 in the Vertex Groups area, click it, then click the Remove button. Exit edit mode, and it should be fine.


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