I found a solution for myself. However, it regrettably does use bpy.ops. If anyone has a solution which does not use bpy.ops I'd gladly take a look at that answer.
Here is the blend file for anyone who wants to take a look.
Save the default pose as a keyframe
Go to resting pose ,press ctrl +A to set this pose as new default
Bind mesh to this pose
Go to the saved keyframe pose and set this to default to revert back to the original A pose or T pose
If I understand from the video what you're looking for, it seems that the last L shaped block is rigid, having only the wheel rotating, so it should work if you set the IK chain from its start, not from his tip: you can create a "master" bone for this whole object, lock its Z loc and X,Y Rot and use it as target of the IK chain, so that animating ...
The approach is reversed. You need a model first, then an rig/armature to put into the mesh, then bind the mesh to the armature and then pose it.
Beside it looks like you posed some bones at the legs in the wrong direction as they point upwards.
Start with a basic tutorial to get the basic knowledge:
You probably didn't weight paint the shoes.
First, name your feet bones something that you can remember. Then, parent the shoes to the bones again. Go into the properties panel > Object data (the green triangle) and then in the vertex groups look for your foot bone name. Select that, go into weight paint mode, and paint the shoe. That should cause your ...
For fitting clothes, there are a number of options, but I think the best (some balance of easy and works well) is to use a surface deform modifier.
I'm going to assume you have a body mesh for that armature. Pose the armature to fit the piece of clothing, then give the clothing a surface deform modifier targeting the body mesh and bind. You can now reset ...
You can apply the armature modifier, go into pose mode on the armature and set its current pose as the default (idk what menu, use the search system if need be but pretty sure it’s Pose), then re-create the armature modifier.
Option 1: Select the mesh, shift select the armature (in 3D viewport), ctrl-p -> parent with empty groups. This will create any vertex groups for the mesh object that it needs for the armature, but won't override any existing weights.
Option 2: Select the mesh and look on properties/object data/vertex groups. Hit the + button. Double click on the ...
This looks like it was baked "out of" somewhere, rather than the actual (correctly rigged) file. The only thing I can think of, for you to work, would be to arm (create) a basic rig, and apply constraints to those bones to the bones on your given rig.
The second thing you need to do is to "bake" in Blender, each action from each of those ...
The reason why you are having issues is because your spine isn't a single unified chain. Normally, the spine bones start at the hips and move up the back and ends in the head. Legs and arms can then be placed relative to those bones.
Add in a bone on the ground below the neck and extend it up so it ends in between the spine and head. This will be your root ...
In pose mode, you can click on a bone and apply translation, rotation, and scale just like in edit mode. You use the same hot keys. G will allow you to translate the bones. R will allow you to rotate the bones. S will allow you to scale the bones.
I have seen the rig and the object and it really doesn't look good. It is very common and happens to a lot of people. If you are going with joining one part which is a separate object with the rig, it is not supposed to happen. If you don't understand, imagine the front is one object and the back arm is one object and both are connected to the same ...
This may have been difficult at the time it was asked, due to dependency issues, but in modern versions of Blender (2.91.0+) it's easy to do with a shrinkwrap constraint and a non-rendering plane.
The plane, shown in wire here, is parented bone-relative to slope. ShrinkwrapProject, a child of TargetHorz, acquires the position of this plane via a shrinkwrap ...
You can add knee bones to a Rigify rig but you need to do this to the generated rig, not to the meta rig.
(The meta rig is used by Rigify to define the location, shape, and size of the generated rig.
The generated rig will eventually be used for posing. It consists of numerous bones, such as deform bones (that deform the mesh and start with DEF- prefix in ...
Do the following:
Copy all armatures in object mode and merge by ctrl+j. You will lose animation data, but this not a problem, we will copy keyframes from separate ones.
Enter the Pose Mode and add one keyframe to all bones. We need this to get animation tracks.
Now move to the dope sheet editor and copy all keyframes from the separate armatures. When ...
Like FFeller mentioned, select all the objects, right-click, and press Join. Make sure you shift click one of the objects so that at least one of them is selected, otherwise it is impossible to join them.
In the FBX export screen, there will also be an option to export only "Selected Objects", or just the "Active Collection".
Select the ...
this post was helpful for a better understanding of Shape Keys and the purpose of the 'Basis" key:
select 'Basis' Shape Key
in object -> Edit mode, make my modifications to the mesh
exit object EDIT mode and the changes stick
You need to use an armature. Constraint bone positions to empties. Those empties are children of your curve points (hooks).
You can only export deforming BONES.
An extensive series about this subject is here> https://youtu.be/hdGkKbtQxE0
First, disable "lock object modes" in main Edit menu. It will also help if you limit visibility to only the empties and armature you're working with, possibly via a local view ( '/' for me.)
Next, select your armature and enter pose mode. For each empty: select the appropriate bone, shift select the empty, add copy location constraint. Adding ...
I use the procedure described here to parent an Empty to a bone. For example set the cursor to a location between a characters eyes; I then add an empty between the eyes (Empty.eyes.rig-dz1), parent that to a face bone to track (might also be able to add Copy Location constraint instead?). I then have another character whose Eyes have an animated Copy ...
I've stumbled upon this question myself and believe that this is an issues regarding X-Axis mirror and Auto-IK working together.
To reproduce the issue,
In pose mode, turn X-Axis mirror and Auto-IK on together.
Move a bone that is properly mirrored, the Auto-IK and X-Axis mirror should work fine, result in the mirrored bone moving accordingly.
Turn off X-...
You can add a "Child of" bone constraint to the root of the character, pointing to an appropriate bone of the vehicle. You can animate the influence of the constraint, to separate the two actions. After the set up of the constraint, click its "set inverse" button to build the correct location relationship.
I'm not sure a full mechanical solution with rigging is possible, with Blender being primarily a modeller/animator. A game engine might be better suited to this.
If it's only for video however, the simplest way would be to rotate the green strip and have the grey strip looking at the bolt screwed into the green. i.e. Give the grey a "Track to" ...
If you have an armature ready to go, then in Object mode, select the mesh and then shift select the armature. Then press Cmd+P/Ctrl+P and parent it with automatic weights.
Now you can select the armature and move the individual bones in Pose mode and the mesh should move with it. If certain bones have too much/too little influence on the mesh, you can alter ...
A possible solution that is simple and might be helpful so I post this in this old thread.
When working on a Rigify armature I got a similar problem. Even with all bones unhidden, also all constraints deleted with menu search (f3) > clear pose constraints so I was sure there where no constraints on any bones. The Torso-bone did not want to go in rest pose....
If the armatures have the same bone names:
Remove the armor from its rig (select the object and press Alt+P or remove the relationship in Properties > Modifiers)
Parent it to the character rig (select the armor object, select the character armature and press Ctrl+P > Armature Deform).
If the armatures have different bone names:
Remove the armor from ...
its because that part of mesh is assigned to more than one bone
you can check it with selecting and deselecting different vertex groups and you see.
you can solve this by checking auto-normalize and substracting this parts from other vertex groups
read about auto-normalize
or you can just paint it again or instead of weight paint do it in edit mode and ...
Classic case of gimbal lock.
If you rotate the middle axis 90 degrees, the two other axes will be aligned thus reducing the degrees of freedom to two.
To fix the problem, you can either change the rotation order or use quaternions.
The disappearing of your mesh is actually most probably just a huge difference in scale.
Faceit scales the mesh and armature during binding. Older versions of Faceit applied the scale after binding. This is not happening anymore. By upgrading the Faceit add-on to a more recent version, you should be able to bind again.
By the way: What you are trying to do ...
You can't move the panel in Pose mode because you haven't assigned any vertex of the panel to any vertex group in Edit mode, parenting With Empty Groups won't assign any vertex, it will just create vertex groups but by default no vertex is assigned to these groups for the moment, the object is waiting for you to assign its vertices to the right group, i.e. ...
Ditch the bones and make an object hierarchy.
Since each flap of your test file is a separate object would suggest can be done without the extra hassle of creating an armature.
For simplicity the face with the most folds is selected as the parent. Its origin is arbitrary and has been kept as the center of geometry.
Now for each flap connected to this, move ...
Rotating how much? What about when thigh bone isn't rotated that much?
The form of a single line "If" is something like the following:
((var * constant1) * (var>(30.1 * pi/1800))) + ((var * constant2) * (1.0- var>(30.1 * pi/180)))
What that's saying:
a) If var's rotation is greater than 30.1 degrees, output var * constant1.
b) Else, output ...
The symmetry operation will happen on the armature's local X axis, but you probably rotated it 90° on its Z axis in Object mode, so the local X axis is not aligned with the global orientation any more. So cancel the symmetry, apply the rotation (CtrlA) and symmetrize again.
I hope it answers your questions:
In Edit mode you should align the bones with the lamp arms:
Also, stick the IK target head to the tail of the IK bone, otherwise, as soon as you switch to Pose mode, your IK will move away from its current position to stick to its target: