Check to see if the finger tips are weight painted. Weight painting controls how a model's mesh is manipulated whenever bones are moved.
When in "Object" mode, select your armature, then also select your mesh which contains the fingertips. Next, enter "Weight Paint" mode. Here you can select and view any individual bone's weight paints by ...
Sometimes vertices are assigned to more than one bone by accident, and Blender gets confused. A bit tedious but go through vertex groups one by one and see what’s being selected. Can also check this with weight paint, but found Vertex groups more accurate.
You may first wish to make sure these vertex groups aren't being used for something else such as particles, shape keys, modifiers, etc. Vertex groups are used for a lot of different things besides just bone weights. But assuming you still want to remove these groups, it can be done like this:
Make sure all the bones of the armature are visible. With the ...
I had similar issue . I deleted other vertex groups that are not suppose to be included for he particular mesh. it was the eyelid that I was having issues with. so I deleted the vertex group for finger and lips for that mesh, weight painted and it worked.
N.B. I didn't delete the bone group
Delete the constraints with name "Action" or delete the constraints from bone which contain "Action" in bone's name? I will assume the later one in my following answer:
Use bone.constraints.remove(constraint) instead of operator. armature - delete bone constraint in python
Directly use what you get from for loop
for bone in ...
i wasn't able to find a way to fully automate the task but was able to streamline and reduce the time it takes to complete it using this sequence in the command recorder addon Nascent Space suggested, from about 15 minutes to less than 2, so i'm satisfied
bpy.context.view_layer.objects.active = bpy.data.objects['M_Head']
It's because your armature has currently a pose, once you've applied the scale, go in Pose mode and reset the pose (AltR, AltS, AltG) and the armature will be back to its default position.
You've given your armature a pose, poses take the bones position in local space into account, if you apply the scale it changes the distances.
Take a look at the following image.
The Arrows are pointing at the Object's Origin, if you move your objects (armatures too) in object mode, the Origin is going to be moved with the object. This origin is the way for Blender to "say" Here is the "Left" and here is the "Right". So, you need to keep that origin in the center, also ...
As you yourself have commented on a skeleton there is a root bone that for a humanoid model is generally the base of the spine, from this bone all other bones or childs descend and its name is commonly hip or spine.
After the help of @amonroejj i found the solution. To achive this kind of scenario we have to set up FK and IK while connecting bones. And I was not aware that connecting two bones allows mesh not to deform and strech...
I was looking for the same. I saw the UE folks do this and was trying to do it without their plugin. They show it happening here... (https://www.youtube.com/watch?v=F9cTXzO8wq0&list=PLZlv_N0_O1gaxZDBH0-8A_C3OyhyLsJcE&index=4&ab_channel=UnrealEngine)
It's a bit tricky since your cursor has to be in the correct place...
In object mode, select both ...
You have to assign the vertices in the vertex group of that bone to adjust which vertices to be deformed by the bone, not a limit scale.
Do this, select the armature and SHFT+Select the mesh making sure that the mesh is the active object. Then go to edit mode, and on the right properties panel go to the vertex groups tab, and select the vertex group assigned ...
I've tried to correct with the method explained below, if it still doesn't work, try with the Mesh Deform method as explained here.
Deactivate the Armature modifier visibility (screen icon button) for both the arm and the straps, so that the armature doesn't move the one or the other:
Then you can see that arm and straps are not aligned, and the object ...
I'm new to blender but I think you can remove on a object like one hand and the select the arm go to modifiers and add a new modifier called "Mirror"maybe it'll work for you.
Through mirroring any change you can make in one hand is also applicable to second hand...
Using the Skin Modifier along with a Subdivision Surface Modifier you can do this rather quickly.
The skin modifier has the option to create an armature for you, so convert your curve to mesh first, and use the modifier.
The spiral in the image below is a very basic example, but you can get the point from it.
It just so happens that I have a snippet of python that does exactly that:
from bpy import context as C
for vg in C.active_object.vertex_groups:
new_name = vg.name.lower()
print(vg.name, '->', new_name)
if new_name != vg.name:
vg.name = new_name
You can modify the Armature in pose mode, then apply the armature modifier to the mesh and apply pose as rest pose
This will let you modify the bones and mesh at the same time and applying the pose bakes the changes into the natural position of the mesh and armature
You'll then have to reparent the armature but that's easy
default rest pose:
Try this. Select the armature before running it (but the mode shouldn't matter this time).
ob = bpy.context.active_object
assert ob.type == 'ARMATURE'
assert ob.animation_data and ob.animation_data.action
action = ob.animation_data.action
for fc in [*action.fcurves]:
if fc.data_path == "scale":
This will replace "Skel123:", etc. with just "Skel:" in the names of bones (edit: and their armature, and their armature's object). Select the armature you want to do it to and make sure you are in Object mode before running it.
import bpy, re
ob = bpy.context.active_object
assert ob.type == "ARMATURE"
assert bpy.context.mode == ...
9 out of 10 times, rigging problems are caused by problems in scaling.
make sure that figure feet are at world center and the armature fits in it.
Before you autorig, apply scale(and other transforms) to the mesh and
apply scale (and transforms) to the bone system
You could do it with Lattice:
Bring back your belt to a flat plane:
Create a lattice, in the Properties panel > Object Data choose its Resolution (here 2/1/5), in Object mode, scale it down, rotate it so that it frames the area that you need to tweak. Give your belt a Lattice modifier and choose the lattice as Object.
In Edit mode, move the vertices ...
You will never get a perfectly straight mesh with this approach. Even if you tweaked the vertex weights so that this case (90deg rotation) looked fine, you would see the limits of it once you start rotating it further.
You could use two different meshes instead, each bound to one bone, or even two different objects, each parented to one bone.
As Moonboots said, you have to turn a dopesheet window into an action editor and store every animation as an action, pressing the shield icon to enable the "fake user" function so that you won't loose your stored actions when the software is closed. Then, while exporting in Fbx format you have to enable the "all actions" option, so that ...
It seems normal that if you rotate the hand, the wrist mesh get twisted too. What you should do is make the forearm rotate as well so that the torsion looks more natural.
To do so you need to give your forearm bone a Copy Rotation constraint, with the left hand as Target and Space > Pose Space /Pose Space. The problem is that for the moment it will mess ...
This issue happens because your Grease Pencil object has transform data (location).
To fix this: first, in the Stroke tab, unparent the armature from your layer, otherwise the layer will move when you apply the new position.
Then use Ctrl+A or open the object menu and apply the necessary transforms (in this case, location). After this, your location data ...