undo any parenting
Select the mesh
Go to Object properties and under Relationships click the x for Armature if you still have it parented.
Go to modifiers and click the x to remove the Armature modifier if you still have it present.
Go to Object Data Properties; click the down arrow on the right of Vertex Groups and select Delete All Groups
In Object mode, ...
The simplest way to do this is to select by pattern and use the pattern *[!LR]. Putting the exclamation point ! as the first character of a character selection list says to invert that list, that is select any character except those in the list, so this pattern will select any bone name that does not end in L or R.
You may want to enable case sensitive if ...
I see that you've added scripting tag, but this task is not too complicated to use Python!
Press menu Select → Select Pattern...
In the window input * [LR]* if you have L and R separated by space and *.[LR]* if it separated by dot. Also if L and R is at the end of the name you can use *.[LR]
Then press Enter in the field to activate selection. (The is no ...
Select centre bones.
To do this in any mode, can for all but edit mode set the select attribute of an Armature.bone
Select Pose Bones Per Script In Blender 2.8
For edit bones, can either toggle out of edit, do as above and back into edit mode, or set the select on an edit bone.
Either way selections are reflected in all modes.
Edit left and right to suit, ...
Blender doesn't treat bone suffixes as case sensitive, so I used a regex to match both cases. The thing you might have missed if you tried yourself is that there are 3 different bone definitions, there are bones, edit bones, and pose bones. You edit edit bones, pose pose bones and leave bones pretty much alone.
import re # regular expression ...
You don't need to redo the automatic weights when you add the new eye bones.
One way to avoid this is to keep the eyes separate from the creature, add the eye bones to the creature's armature, and then bone parent the eyes to the appropriate eye bones. See below for how to do that.
If you do then need to recalculate the weights for the creature, it won't ...
There can be 3 methods I can think of for good results:
One is to turn the GP object into a texture and apply it to the mesh material.
Two is to turno the GP object into a mesh and parent it to the rig.
Three is to add a lattice modifier and set the rig to deform the lattice and the lattice to deform the GP object (needs careful weight painting).
An image of ...
That was a tough one.
Basically what I have - root bone of pistol armature is parent of wrist bones of hands armature.
Because Pistol armature was not in 0 0 0 location transform, after joining - pistol armature parts moved to their 0 0 0 location.
What I did. First I duplicated MESH parts of pistol and removed all the armature modifiers for them. This would ...
You don't have enough geometry in the vicinity of the flap for the model to be able to bend realistically. This answer to a similar question describes part of the solution, which is to add geometry and use weight painting.
If that's not sufficient than you need to look into using corrective shapekeys to adjust the box, as discussed in this answer
In answer to put color to bvh and render , which was closed as a dupe of this question, it may be the case that a viewport render will suffice. Realize question here stipulates need for shadows etc, for which case this is not a viable option (See below re fudging it... may look into doing properly)
Result as demonstrated in bvh display ...
It is actually simple why it doesn't work, no need to worry, you just somehow pressed or activated this button:
This function allows you to select only vertices you want and you will be able to draw weights only for those vertices that are selected. It's basically a mask function for weight painting.
Turn it off by clicking it and it should let you draw ...
The best and safest method is to select the vertices you want to hide, press P to separate them, press \ to go to isolation mode, do all weight paint you need on both objects, then select the separated part, shift select the base mesh (last), and press Ctrl J to rejoin them: weights and names will be preserved.
I'm not sure this is exactly what you want but maybe it will help, I've deleted Armature.001, deleted all the keyframes of the links, made the first and last link Type > Passive instead of Active, put the origins at geometry and added edge loops:
Go in Object mode, select your armature, open the N panel and in Item > Transform > Scale, see the values, you've scaled your armature on Z, it explains why it's so deformed. To bring it back to a 1:1:1 scale press CtrlA > Apply Scale. You'll also need to select the arms and go in the Child Of constraint and click on Set Inverse (if you plan to keep ...
Notice shape keys happen after bone deformations, so they can correct wrong bendings etc. Though they're not aware of rotations, simply the vertexes move from position A xyz to B xyz, so rotating eyes by shape keys is never perfect for this, ea a shape key with eye -90 degrees does and value of 1
It Will look terrible at value -1 (it will stretch out a lot ...
This is how I solved this.
I learned from this movie that clothes can be derived from the body base mesh by duplicating certain areas of it and modifying it to resemble clothes. Inspired by this I began exploring how to transfer data from the base mesh to existing objects.
First I made two duplicates of the feet from the body mesh--one for each shoe. I then ...
You have set your render engine to EEVEE rather than Cycles. EEVEE doesn't have denoising. If you switch back to Cycles then the render pass for denoising, as well the render options for render time denoising will reappear:
Note that if you did switch from Cycles to EEVEE you may have to modify your compositor nodes when you switch back.
This method didn't work for me. I mean, its working but not perfectly symmetriziing the mesh(or i did something wrong).
I found new solution: delete half of the object, add mirror modifire, and that's it! It will work with rigged character. But make sure your mirror modifire on top stack(above armature modifire). And if you wanna apply it with shape keys, ...
All tips aiming to bend arm up to 90° ...
Enable under Armature modifier > Preserve Volume
I used Automatic Weight and manually set 0/1 weigt to bottom / top vertices.
As you can see upper and lower arm cubes are not cubes anymore, but you are able to rotate 90 degrees and some small inverting is happening too, but not as early and much as ...
Your mesh is fine. But the bone orientation is wrong. All bones stick out of the mesh but they should be inside. And there are too many bones for the thumb. You need to fix this first or you have a hard time animating this.
Your bone layout:
Good bone layout (Rigify meta rig):
Renaming the Bones
When you fixed this, give all bones the .R suffix ...
Answering my old question here. When I submitted this question I was almost 100% newbie to animation. Now I've get a hang of it and I'll try to put my thoughts here.
The Armature modifier's only purpose is deforming the mesh. Unlike Armature, Mirror, Subdiv and Solidify generate additional geometry. So the real question is whether you want to deform these ...
The first thing to do is move the outer edge loops farther from the center edge loop.
Next set the weights of the edge loops in proportion to the distances. In my example, I'm using a "top" and "bottom" bone, because that's how I happen to have stacked the armature.
Here you can see the block with a UV checker material, with the top ...
Thank you both for your information.
The answer was a bit more than just modifying one aspect.
What I did, in order to solve the issue was:
-Unparent the mesh from the armature
-Unparent the shin-bone from the knee-bone
-Unparent the knee-bone from the femur-bone
In edit mode I seperated the knee-bone from the armature.
Since the knee-bone had constraints ...
If I understand your question, you want a single action to perform all animation programmed using NLA.
To do so, select all bones involved in the animation (if exporting, you can select deforming bones only), in pose mode go to pose menu > animation > bake action.
Using its preferences you can create a new action based on all the previous programming (...
Armature animation and GP animation can be used together, Armature keyframes will be in the regular Dopesheet or Action editor, while GP keyframes will be in the Grease pencil Dope sheet editor. Use bendy bones to get smoother results.
An useful tool is the Time Offset modifier, setted to Fixed frame instead of default Regular: it allows to jump frome one GP ...
It's not a pivot point problem but a weight problem. This is a common beginners mistake: to think that if some vertices have 1.0 weight relatively to a bone they will follow exactly that bone.
This is not true: if a vertex has 1.0 to head bone and 1.0 to neck bone, if you move the head the vertex will follow at 50% of strenght only.
In your video the ...
Open the Filter menu in the outliner, there enable the Disabled in Viewport toggle ("monitor icon"). Now you have these monitor icons in the outliner on the right side, between the "eye icon" (hide in viewport) and the "camera icon" (disable in render).
Click the "monitor icon" in the outliner for the greyed-out ...
In my case here is the solution.
I recorded motion capture using IPI soft, and the armature position was different in edit mode and pose mode.
Here is how I fixed it.
Find the bone which moves the whole armature. In my case or normally it's Hip bone that moves the whole armature.
Select the armature in object mode and go to pose mode, after this, select ...