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Why does deleting armature of model causes it to change size and orientation?

The original mesh must have been modeled at a different size and orientation / rotation. Then it was parented to a standard armature that Mixamo uses. It appears that Mixamo uses a standard armature ...
CompSci-PVT's user avatar
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Missing Keyframes in Timeline for Custom Properties (and everything else)

I see the issue, you are using multiple actions in your animation, the one containing your character's mouth animation is named Armature.001Action, but the one you ...
Lauloque's user avatar
  • 17.3k
0 votes

How to recalculate pose bone rotations when armature bone rotation is changed?

I think i've fixed this. The pose bones rotation must be calculated like this: ...
taptaptaptap's user avatar
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When I rotate the bone on its axis, part of my mesh scales instead of rotating properly

The vertices of the fan are part of several vertex groups, see for example for this one: Select all the blades and remove from all groups: Then assign to fan.L only:
moonboots's user avatar
  • 163k
1 vote

Animations become messed up after rotating whole object. Is there an absolute (non-relative) posing mode or something?

As @josh sanfelici mentioned in his answer, you can use the armature object in object mode. But this isn't the ideal solution in some cases. Generally, rigs made correctly for animation have a root ...
Lauloque's user avatar
  • 17.3k
3 votes

Eye rig not rotating properly

To add to Lauloque's answer, if you select the vertices of the eyes you'll see that they are assigned to several vertex groups while they should be only part of eye.L or eye.R: To fix that, remove ...
moonboots's user avatar
  • 163k
5 votes
Accepted

Eye rig not rotating properly

It looks like your bones are positioned away from your eyes instead of being in the eyes' center of mass. Bones act like parents. When you rotate a bone, the vertices assigned to that bone rotate ...
Lauloque's user avatar
  • 17.3k
0 votes

Pose Mode: How to reset transformed armature to its rest position?

In pose mode, press A to select all bones Click the Pose menu (in the header, next to Select). Under Apply, click Apply Pose at Rest Pose. Found this answer that helped me with this issue here: pose ...
yoonchbo's user avatar
2 votes
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weird bone rotation

Looking at the graph editor shows that the curve pattern created by your keyframes is additively repeated after the keyframes: Making curves cyclic is done only via curve modifiers. So if you select ...
Lauloque's user avatar
  • 17.3k
1 vote
Accepted

Mesh "glitches" at moments when moving rig

The bone causing the twitching is the first def bone of the tongue, which is a 5-segment bendy bone that gets roll-in and roll-out from its parent and child respectively. But its parent and child ...
Nathan's user avatar
  • 25k
0 votes

Blender adding extra bone when exporting FBX causes problems with Unity & Mixamo

For a long time, I have only now come to understand a pipeline. If someone works only through the Animator API or Animation Rigging in Unity itself, it is not so important. The pipeline is: Mesh > ...
Alxndr Krl's user avatar
1 vote
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Fixing the Rotational Origin of a Bone

Go to Object Data Properties (green triangle of vertices icon), Vertex groups section, and delete all vertex groups except the correct one. If the Edit mode rotation is ok, when in edit mode and with ...
josh sanfelici's user avatar
0 votes

Armature duplicates when I move rigged bones

You have overlapping faces, you can't fix it because the overlapping faces are part of the same mesh and the vertices don't overlap so you can't just do a simple merge by distance, also some faces are ...
moonboots's user avatar
  • 163k
2 votes
Accepted

Can't connect model with armature

200K vertices are too much for animating a character with ease: probably if you let your Mac run for a longer time it will be able to perform the parenting, but you will have problems of lagging ...
josh sanfelici's user avatar
1 vote
Accepted

Symmetrizing an armature not working

Orientate the character to facing the front view so it symmetrizes along the X axis and named the bones appropriately with a "L" for left or "R" for right depending on which side ...
It's Just Chris's user avatar

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