New answers tagged

0 votes

Armature rig with mirrored object without applying mirror modifier

There are 2 rigging options for objects like robots, machines, manufactured objects, etc: Either you merge all the objects into one and parent with the With Empty Groups option (and later assign the ...
user avatar
  • 106k
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
0 votes

Posing catches vertices on wrong side of child mesh

The reason for the problem is the weights in the vertex groups that are messed up. If you switch to Weight Paint mode and examine the Vertex Group section by hovering the mouse over the list and using ...
user avatar
  • 9,979
0 votes

Bone hide_viewport keyframe not showing in Action Editor

They are in the different animation block, open the Dope Sheet:
user avatar
  • 25.3k
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
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
  • 2,284
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
0 votes

New user, rig will not attach to mesh

Is the mesh your trying to use Automatic Weights is made of triangles or quads? Usually, when trying to use automatic weights on a triangle mesh doesn't work. You will have to manually do paint ...
user avatar
  • 61
0 votes

How to use collection of armatures with children meshes in particle system or Geometry Node Instancing?

Placing mesh geometry in a separate collection works, to a degree. I have a very similar problem (trying to generate randomized rigged characters with a particle system or geometry nodes) and ...
user avatar
  • 1
0 votes

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

I think I've found a solution ...
user avatar
  • 253
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
  • 25.3k
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
0 votes

How do I fix mesh shortening/scaling incorrectly when moved by an Armature

As you can see if you select a vertex then open the N panel > Item > Vertex Weights, the vertices of this mesh are also assigned to the Root bone. Just select all these vertices and remove them ...
user avatar
  • 106k
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
  • 23.7k
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

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
0 votes

I want some Bones in my rig to stick to their relative position, so I can edit them better

It's difficult to accurately determine the meaning of your question, but the video helps. I think you mean that the mesh that looks like a link-knob -- near one end of the bone -- seems to distort ...
user avatar
  • 3,089
0 votes

How to apply one pose after another via scripting?

I may have come up with a pseudo solution: ...
user avatar
  • 253
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
0 votes

what's wrong with my armature

Try to select bones in pose mode and press alt +S to clear scaling. If you have scaled bones in pose mode, it will affect on the mesh.
user avatar
  • 25.3k
0 votes
Accepted

How can I attach my own head to a mixamo 3D model

The head does not follow the body because it has no weights in the vertex groups. The weights tell Blender how much influence each bone has on the mesh. Since there are no weights, nothing happens. ...
user avatar
  • 9,979
0 votes

How do I control 1 object with 2 bones?

Similar to kemplerart's answer, try using a Track To or Damped Track constraint on your arm bone(s). Target the next bone or ...
user avatar
  • 1,402
0 votes

How do I control 1 object with 2 bones?

Add Bone Constraint Copy Transforms or Copy Rotation if you only need that Video Youtube
user avatar
0 votes

I can't select a bone on weight-paint

I know this question has been answered multiple times but it doesn't have the answer that worked for me probably because it's very simple and situational. the mesh you're trying to paint MUST have an ...
user avatar
  • 383
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

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
0 votes

Draw window and swap doesn' work

Rather than calling bpy.ops.wm.redraw_timer(), I think you want bpy.context.view_layer.update() If you're not running code from ...
user avatar
  • 29.6k
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
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
0 votes

Blender 2.9 How to use an Xbox joystick controller as an input to control an armature? (NOT GAME ENGINE)

I got this to work using the python package XInput. I made a Youtube video ( https://youtu.be/Ng7E10a1brc) showing the process, not sure if I can post that as an answer so here is the method I used: ...
user avatar
0 votes

Something wrong with hands armature orientation/offsets when retargeting animation

I just got rid of bvh import, got fbx from deepmotion then did all bones retargeting as I did before and achieve the exact thing I wanted. So, someone who is strangling with similar behavior and use ...
user avatar
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
0 votes

Blender 3.1 IK Bones Snap Out of Position When Moving Them

I figured it out. I had to apply the mesh's AND the armature's scale while they were both in the rest position. I also had to make sure all of the child of constraints were disabled while doing so, ...
user avatar
0 votes

How do I make hand bend up and down Horizontally?

By disabling both of your constraints (eye icons) you can get full control over the hand. You can even just disable one of them and see if it makes you the desired change. You can also play with the ...
user avatar
  • 383
0 votes

How do I make hand bend up and down Horizontally?

Your hand bone has 2 constraints: Damped Track and Limit Rotation, so it can't rotate freely, the Damped Track constraint makes it point towards the bone called Hand con.L and the Limit Rotation ...
user avatar
  • 106k
0 votes

Armature deforms mesh in a weird way

I found that I just needed to add more subdivisions around the spot of the knee to allow the bone to smoothly deform the mesh.
user avatar
1 vote

Mesh distorted when moved away from armature

This sounds normal. The mesh is still trying to deform to the armature, but from a distance. Since the deform origins are still about the bones’ heads, the deforms end up having a much greater effect ...
user avatar
  • 5,041
0 votes

Reattach armature to parts of mesh

If you don't plan to use all the head bones like eyes, eyelids, mouth, etc, remove them in Edit mode: Also join the teeth and eye objects to the head object. Then select the armature in Object mode, ...
user avatar
  • 106k

Top 50 recent answers are included