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4 votes

Glove won't move with additional bones

You can use Chris' solution, but if you want to keep the previous rigging and only parent the new bones you can: Select the armature, shift select the glove, switch to Weight Paint mode, select the ...
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  • 103k
4 votes
Accepted

Glove won't move with additional bones

in object mode: Select your mesh, shift select your armature, change to pose mode, select all these bones: press ctrl-p -> with automatic weights -> now you can move them:
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  • 35.3k
3 votes
Accepted

Why are my bones deforming incorrectly?

The meshes don't deform how you expect because their weights aren't right. The better question is, why aren't their weights right? Because you autoweighted meshes with backwards normals: When they ...
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  • 15.6k
3 votes
Accepted

Problem when trying to shrink part of model (with armature) - IK

In bone after that's going to be scaled, you can set Inherit Scale to None: So that bone after scaled gets rotation and location, but not the scale. Works with IK to:
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  • 23.4k
3 votes

Using Rigid Body to push something out of a flapped box

You can do the simplest thing, that is make constraints between multiple objects, and then parent your armatures bones to those objects, like such: After adding the bone constraints, you'll need to ...
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  • 319
2 votes

How are the non-IK bones hidden in MBLab, and how can I reveal them?

Select Skeleton Go to Pose Mode Select Object Data Properties (the green running man) Under Skeleton/Layers⇧ Shift + Click the second white dot, this shows and hides the bones This is using Blender ...
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2 votes
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Spline IK with control of both ends

Positioning the head is easy: parent the curve to another bone. One that is not involved in the spline IK, that is not dependent in any way on any bone that is involved. Then, to position the first ...
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  • 15.6k
2 votes
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Rigging a character made of multiple objects

Is working like this and constantly fighting against Blender's built-in workflow a good idea? No, it's not. There are times when it seems like a mirror modifier won't cut it. I've run into a few ...
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  • 15.6k
2 votes
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Is there a way to force a bone to snap to fixed-step rotation?

I don't know whether this is possible with just 1 bone, but if you create a helper bone, you can use that helper bone to move your rotation and this will make the other bone jump in 30 degrees like ...
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  • 35.3k
2 votes
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How to find a length of a single bone (Drivers)?

Yes, you can connect python script to drivers like this: Choose type "scripted expression". In text editor load "templates" - python - driver functions, so you can see how to make ...
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  • 35.3k
1 vote

Why does my pose position differ from my rest position?

I don't have any experience using rigify but I found that there is a layer for original bones prefixed with ORG and deformation bones prefixed with DEF. Many of the deformation bones have a bone ...
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  • 11
1 vote
Accepted

Driver : delta Z between two bones?

you can use a driver like this (be aware, i didn't use your properties/axis you have to adapt that, but it is similar) You start by right click on rotation value of the bone in pose mode and choose &...
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  • 35.3k
1 vote

Is there a way to join the roots of bones?

Select the armature, go to edit mode, select the child bones, shift select the parent bone and press Ctrl P (keep offset, if it's not a connected chain). Generally legs are child of the Hip bone. Mesh ...
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1 vote

How do I tell Blender which bone I want to weight paint?

There are at least two ways to do this. The way weight painting connects bones to the mesh is through vertex groups. The vertex group that has the weights for a bone has the same name as the bone. ...
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  • 29.5k
1 vote
Accepted

Object does not move properly with Armature

Your weight painting is bad. With your mesh active and your armature selected go to weight paint mode: ctrl + click each bone you want to paint the weights on, then paint it with the draw tool: When ...
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  • 129

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