It's mostly a version issue, the rig has been made for Blender 2.6 and has just received a few fixes in its add-ons for 2.7. But Blender 2.8 has changed a lot of things so most assets, especially python scripts, need an update for 2.8.
Anyways, your mesh issue comes from the MeshDeform modifier on it:
This part has been changed since 2.6, so the bind is ...
If you look at the top of your screen (by help) there should be some tabs. In order to see bones, you have to be in the tab titled layout. If you don’t have this tab, you can press the +, go to general, and choose layout to add it.
This is probably happening because your character has a static physics type..
Just select the character (mesh) and set its physics to "No Collision"
A better setup would be as follow :
Main character mesh - Physics : No Collision.
Armature - Physics : No Collision.
Add a mesh representing the character collision box - Physics : Character or whatever you ...
You can evaluate if its worth erasing the root and his child bones, until you reach the bone which you want to be the root. This work for me in a horse armature in which the root bone was the last tail bone and I wanted an spine bone as the root.
It looks like your "Viewport" and "Render" subdivisions are set differently. Depending on how you're rendering, that can make a huge difference at values that low (0-3 really). It may also be affecting baked cloth simulations.
I recommend setting them to the same value. Possibly also bumping it up to 3.
This is a so-called "double transformation": the bone moves the origin of the eyebrow (and all of its vertices follow) but the bone moves also the vertices away from the origin; so vertices move double the distance of what it's expected. Delete one of the two parenting (bone weight or object-bone parenting).
If Ctrl-J doesn't work, then you may have a different version of blender (perhaps the older one) which might have a different hot key assigned. You can check that out in file tab -> user preferences -> input and in 3d view, you can change the assigned hot keys.
Further you can use this video if you need : https://www.google.com/url?sa=t&source=web&...
More info is needed, such as is that armature posed(has it been transformed) ?? What are your settings for the C/R constraint ? What axis are you copying ? What are the Bones axis ? Have they got 'roll' compared to the 'owner'?
I can tell by that black dashed line that the bone with the 'Cube' is a child of the last bone in that chain - that means it ...
You can remove all the vertex groups from the object then try automatic weight.
You can select a vertex group and press the "-" button or press the "special button" (marked red) and select "delete all groups".
Clicking on the 'windows' object, changing to Weight Paint mode and clicking on each of the vertex groups in turn we can see that the small triangle of window is part of the 'door_fl' group in addition to the 'car_body' group (red highlighting means a weight of '1' is assigned):
The small part of the window that is 'lagging behind' needs to be solely part ...
If I understand, first you parented your armature to your mesh objects, then you and then "flip"?
Firstly, flip what? How?
Secondly, whether it's your rig or your mesh, you should have finished editing them before parenting. Things will break if you edit after.
Either you know what you are doing enough so you know what damages it might cause and it won't ...
Disable and Keep Transform
Hit the X to the right of influence slider. It "applies" the constraint and sets influence to 0
Script Equivalent, copy the transform, ie the world matrix, set the constraint influence to zero (disable) and reset the matrix world.
ob = bpy.context.object
constraint = ob.constraints.get("Copy Location")
if it is a glitch, the 100% working solution is to make a new project and copy-paste all objects from your project containing the glitch into your new one, and replace your glitch project with the new one. I know this can get annoying if you have to do it often but that wont likely happen and it is my only solution either way. Hope this helps but if it ...
I found that you can achieve this by creating a low-res copy of the sculpted mesh (I used the decimate modifier for this). Then binding that to the armature and weight painting it. Then binding the high-res mesh to the same armature "with empty groups." Then adding a "data transfer" modifier to the high res mesh and using the low res mesh as the source for ...
Yes it is, even if the two objects are not identical.
Move the two objects in the same spot, select the destination object (or objects), THEN shift select the source, then press F3 (search operator) and type "data", choose the "Transfer mesh data" operator, choose "vertex groups". If the objects are the same all others default options should be OK.
First of all put the armature modifier before the subsurf and check the two buttons of armature modifier so it acts in edit mode also.
As you can read in the N properties panel, the not moving vertices heve been weighted to the wrong bones (shoulder and upper arm), instead of "spine.006".
Then go to the vertex groups tab, select all wrong moving vertices, ...
Shape keys, Relative or Absolute, may only be edited at 1. That is their fixed point of reference. In the case of Relative shape keys, what is stored is the difference between that fixed point of reference and whatever is in the 'Relative To' field of the key.
Relative interpolations are linear. Setting a value outside 0-1 is calling for a linear ...
Had my bone show in edit mode but not Pose mode, my solution
No Bones visible.
Viewport Overlays tick box for bones not ticked.
Ticked the Bones box. Bones now visible.
ps.took me few hours to find this solution, thought i would post.
If you want to make something to deform like absolutely solid thing, you need to maintain the vertex weights of this part assigned to one single bone, and only this bone. That may lead to further problems though. Generally, skinning such "sandwich" chars as yours is always a pain in a butt, and you'll probably have to be ready to agree with some clipping in ...
As commented, might pay to upload file with armature if more detail like bone roll is required.
Similarly to Straighten all bone chains in an armature a quick little script (in this case) to move parent tail to child head, connect and remove last bone.
In edit mode, grab the parent bones of chains you wish to "flatten and connect"