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Don't parent With Automatic Weight, because it will give influence to several bones and your helmet will bend, instead parent to > Bone: Select the helmet, shift select the armature, then switch the armature to Pose mode, you'll see that the helmet is still selected, and press ctrlP > Bone.

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I'm not entirely sure if it does or doesn't corrupt your animation data as the weights possibly change but here a workflow worth a try: Select the mesh and go in edit mode 'tab'. Select the head press Y to split the geometry. Repeat the process for the arms. While still being in edit mode press P and select "separate by loose parts". This should ...

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I found the solution of this problem: I used curve with hooks to make SplineIK and when I join two armatures then all hooks are gone, So I manually had to assign that hooks again and now It is working fine.

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You can add a bone Copy Rotation constraint then Apply Visual Transform to Pose then Apply Pose as Rest Pose. As far as I can remember someone here in BSE had created a script to make this process faster, you may find it with a quick search.

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So, it turns out I simply had two bones, that being the "hand" bone and the smaller "hand adjustment" bone overlap with identical weight values, making the overall hand mesh move 'faster' than the fingers! I just had to remove the weights from the adjustment bone altogether and it works as intended:

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In Edit mode, you need to bend the knees a bit so that Blender knows in what direction it is supposed to bend:

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All constraints look for an armature and a bone. If you merged the "B" armature into the "A" armature, probably some constraint are looking for an "X" bone which was in the "B" armature, but now it is into the "A" armature. If all bones names are different, it should be enough to change all constraints ...

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I think it is a problem caused by not applying the rotation of the armature. It can be solved by applying it rotation with shortcut Ctrl + S Apply it and your problem will be solved

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To me it looks like your fingzrs are influenced by several bones more than they should be. Each vertex has an influence vale between zero and one. Bones influencing the same vertex can share the incluence valur, i.e. 0,3 for one and 0,7 for another. The total is always 1. If a veetex is influenced by several bones and the addotion of the influences is >1, ...

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It looks like some of the vertices of the biceps are influenced by several bones, if you select one vertex of this zone and open the N panel (on the right of your 3D View) > Item tab > Vertex Weights, you'll see a series of vertex groups that the vertex should not be part of. Also, if you select your armature and go in the Properties panel > Object ...

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I was having this same issue. I realized I was trying to paint onto a mirrored section without having actually "applied" the mirror modifier. I am very new at Blender, but thought I'd share in case anyone else falls in the same hole.

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I think I have the solution, although I'm fairly new to this. If you find the bone referenced in the error message, in your case cheek.T.L, and then click on the bone up from that in the chain (so travel towards the head of cheek.T.L and click on the next bone) to check its parent. When I got this message I noticed that the parent attribute for this next ...

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You've enabled the Snapping option (magnet icon on the top of your 3D view):

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There's no direct way to move layers around from the UI. I think the best you can do is select the source layer (either clicking in the properties panel or using the ShiftM popup), use A to select all bones, and then M-ove them to the destination layer, assuming the destination layer is empty. If you are trying to swap two layers "X" and "Y&...

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Check if the Bones box under Objects is checked in Viewport Overlays. (There's a dropdown menu next to the small icon of a circle in front of a white circle, usually found in in the top right corner of the 3D Viewport.)

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So what about the other way around, parenting the door bone to the box bone, and give a Transformation constraint to the door bone so that when you rotate the box bone it makes the door follow (as it is parented) and rotate (with the constraint)? You can also limit the rotation of the box for more comfort. Unless you have a good reason to manipulate the door ...

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You may loose all animation and have trouble reapplying actions (newly applied actions will be relative to the OLD rest position), but if your Pose Mode is a T-Pose, Select->All in Pose Mode and go to Pose -> Apply -> "Apply Pose as Rest Pose". Then both your Rest Position and pose in Edit Mode should that be exactly the same as your T-...

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First you can delete the faces on the sides of the track segments, where they connect. These will end up on the inside of the track where you can't see them, so you don't need them. When you merge your track segments (to get rid of the staircase effect) by checking the Merge box in the Array modifier, you can also check the box First Last to close the loop. ...

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The dotted black line is called a relationship line, and it reveals that some kind of connection, either a parenting connection or a constraint connection, already exists between Sword1 and whatever this unnamed bone is. In either case, you will probably want to break this connection and start over. With the Sword1 bone selected, go to the Constraints tab in ...

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This sometimes happens when importing rigs from other software. For the bone shapes, simply select all the bones in pose mode, go in Property Editor → Bone Tab → Viewport Display panel. Hold the ⎇ Alt key while pressing the cross icon to delete the custom object from the entire selection: Then switch to edit mode, and open the Relations Panel. Still with ...

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Those bones are the bones of the Meta Rig. Once you generate they are not used anymore. There are other bones that are hidden in the control rig. Unhide layer 29,30,31 and you'll see them.

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"Clear Transform" in Pose Mode helps to reset the bones transforms to the "Pose Position" in Edit Mode. It clears any Pose Mode transforms and resets the armature to the Pose Position. Steps 1 Edit Mode -> .Select entire armature (works even by selecting only the transformed bones) 2 Pose Mode goto -> Pose ->Clear Transform ->...

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turn face selection masking off. (the blue one means it's on)

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You could rig this sort of bus door arrangement without bones: .. a series of hinges, each parented to the previous hinge. Every hinge has its Z rotation driven by the zero'th, 'master' hinge.. ('Rot Master'). The odd-numbered hinges have -2 * the Z rotation of the master: and the even-numbered hinges have +2 * the Z rotation of the master. The drivers can ...

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You must have somehow parented With Automatic Weight which has given to some bones influence on some doors that they are not supposed to control. So here is how you could fix the whole thing. First you could have joined all your doors together, but let keep them apart: Disable the Lock Object Modes option, it will make the interaction between objects and ...

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Your problem has a very simple answer. When ever you add IK control to a rig, the default chain length is usually $0$ and the bone tries to point at the rig's origin, thus creating some weird posture. You can solve this by adjusting the chain length to the number of bone you would like to be influenced by the inverse kinematics(IK). Try $1$ or $2$ and get a ...

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After a day of research, I found out some of the answers and I am going to answer to my own questions Rotating wheels when car is accelerating <- for the wheels, add drivers to an empty axis, then move the axis, the wheels should rotate (tested out, it works) Car skidding, thus front wheels turn left or right (imagine the driver trying to take but ...

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Rotate an edit bone To define a rotation require the angle to rotate, the axis to rotate around and a point that the axis goes thru. To code transforms in 3D the sooner we get our heads around linear algebra, ie vectors and matrices the easier it becomes. Following test script rotates the edit bone (in edit mode) named "Bone" 30 degrees around the ...

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Your first bone, called Bone, is the parent of all the bones, so, when you move it, it will move the part of the mesh it is supposed to influence, but it will also move all its children bones and therefore all the parts of the mesh that these other bones influence. When you move the small bone, called Bone.001, it only moves itself + the part of the mesh it ...

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Probably the easiest way for you to toggle between Object Mode and Pose Mode is to simply call bpy.ops.object.posemode_toggle() again. If you're in Object Mode, that will switch you to Pose Mode. If you're in Pose Mode, then you'll go to Object Mode. Here is a link to the Blender 2.83 API, though unfortunately the description is sparse. Here's a quick ...

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Your normals are flipped, you can see it if you enable Face Orientation in the Viewport Overlays options, it messes up the parentage. Go in Edit mode, select all and Mesh > Normals > Recalculate Outside, or ShiftN. Then reparent With Automatic Weight.

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Maybe your problem is the following one: Paste Pose Flipped will paste the pose you've copied to the opposite side. But let say you copy the left upper arm bone pose only, to paste flip it to the right upper arm bone. The problem is that the right upper arm is part of the right lower arm IK chain, so, whatever pose you’ll try to give it, it will obey to the ...

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I have been wrestling with similar problems and I may start my own question, but in the spirit of cooperation and helping this is what I have found: Rigify and Blender rigs do not work with CMU (without fixing the problems you mention) Daz 3D rigs also import via FBX unreliably. The best way to get Daz characters into blender for animation is to bring them ...

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