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0 votes

Why is my mesh deforming with a pose?

If you select a vertex of the upper arm you can see that it's assigned to some vertex groups it should not be assigned to: To fix that, select the upper arm and forearm vertices, go into the ...
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0 votes

Creating an arm skeleton with more than 3 bones with Rigify

The reason is, Rigify works using premade modules it can recognize and generate a rig from. You can customize the modules with whatever options given by Rigify, but you can't make up your modules (not ...
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3 votes

What is this grey arrow next to my armature? What does it do?

These icons next to any folded item in the outliner are a preview of the other data blocks and objects inside or children of that item. You also have the number of items. If you unfold it, you can see ...
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1 vote
Accepted

A section of object duplicated in pose mode. [Answers provided in similar questions did not help]

You model has huge problems with face orientation: That's why it cannot work. you can check face orientation in viewport overlays -> face orientation. Red means: wrong, blue means: ok So select ...
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0 votes

Add a new mesh to an existing mesh with armature

Instead of parenting to the bone, parent to Armature Deform Modifier With Empty Groups. Then switch to edit mode, select all the glasses' mesh with A, go to Properties Editor > Mesh Data tab > ...
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0 votes

How to fix blender armature distorting my model?

It looks like you've scaled your armaure in Object mode, so apply the scale in Object mode.
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0 votes

Generate Rig is not scaled correctly

Your mesh should have its scale and rotation applied before rigging. Select your mesh objects in Object Mode and hit ⎈ CtrlA > Apply Rotation, and redo it again for Scale. When you manipulate ...
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0 votes

Scaling objects with data modification

For BVH export using the Python API, there is a global_scale parameter that you can apply with some scaling factor to the export function. See API doc.
1 vote

Set parent to automatic weights leading to mesh not following armature

Try selecting the mesh(model), go to edit mode ,hit P, then select separate by loose parts. Back to object mode,select all the mesh to be rigged. Parent it to the armature with automatic weights as ...
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0 votes

How to convert lattice-deformed and bone-controlled eyes to exportable shape keys?

Leave your speherical eyes in the character as they are (they don't fit the oval socket), then create a 2 bone chain. You'll use the root of this bone for the general position and the tip of this bone ...
1 vote
Accepted

How come my Rigify rig is bending my characters elbows and knees thew wrong way?

In Armature edit mode the bones angles appear to be bending inversely: My guess is that in fitting the bones to the character mesh, you created this angle the will cause rigify to create an incorrect ...
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1 vote

Moving along the path - strange rotations

Okay, I found the problem. All empty had to have a location applied, which I didn't. Now the gate opens properly :)
1 vote

Moving along the path - strange rotations

I'm still not sure what's gone wrong with your file, but here is a much easier solution: Run the animation to see it in action. If you want a different texture on each panel you can apply the array ...
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1 vote
Accepted

Inverse Kinematics for tail rig not working

Simply select the IK controller bone, go to edit mode and press Alt P > Clear parent. A controller bone cannot be child of a bone of the Ik chain, as it would create a "Circular dependency&...
0 votes

My armature does not appear

Go to the top left of the viewport and turn on viewport overlays.
3 votes
Accepted

One arm bends incorrectly but the other is fine

Apply the transforms, as you have negative scale values it will flip the normals, you need to recalculate them in Edit mode, then parent again With Automatic Weights and it will work.
  • 125k
0 votes

Mesh displaces when parenting to armature

I had a similar problem with my eyelids and was caused by a lattice, because my eyelids were parented to this lattice and when I tried to parent my eyelids to the armature they changed the parenting ...
1 vote
Accepted

Change driver target

Change Shape Key driver first variables target To view more details, go to: Modify driver target (or any property) ...
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0 votes

Simple armature creation script results in a crash when attempting to set bone parenting

Turns out, setting the armature's active bone fixes this problem. Here's an update to the script above that works perfectly: ...
2 votes
Accepted

how to fix object creating a duplicate of itself during animation?

You have a duplication of your eye mesh on the other side of your mirror axis, select it with L and delete (by the way your character is upside down): Now assign the remaining eyes to the good vertex ...
  • 125k
1 vote
Accepted

Armature animation and geometry nodes raycasting glitches?

try this: by this change you won't change the first vertices of your cable.
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