i was able to do my pose while switching to "animation" tab and after i was done it seems they are apearing also in "pose mode" selected from "modeling".
Also could be caused by clicking another "layer" square on "outliner>pose then object data properties" but i am not sure.
So, in the end I ended up creating the bones using new() then I converted by absolute rotation to matrix and transformed the bone by that. Then after that I added the absolute position to both the head and the tail of each bone and that got me the correct result.
for i, node in enumerate(jms.nodes):
scene_node = edit_bones.new(name=...
From your Screenshot i can tell that a lot of vertices are assigned to the Vertex group/Bone from the lower arm (or the corresponding hand/fingers). You should be able to see this influence if you go into Weight Paint mode and select those bones.
First I recommend going into wireframe mode and selecting every face you know, shouldn't be influenced by these ...
I had this exact same problem when trying to bring an armature from 2.8 into 2.79, and I found a solution that worked in that case, so maybe it will work for you as well. Try the following:
Create a new additional armature with a single bone in your project file. Then in Object mode, select your problematic armature (the one you can't select bones from in ...
I think I found a workaround for this problem in case anyone else encounters it.
Create a new armature with a single bone in your project file (Shift + A Armature > Single Bone).
In Object mode, select your problematic armature (the one you can't select bones from in pose mode), Shift select your new single bone armature, and join the two (Ctrl + J ).
Weight is a property of vertex groups, so you can't have an automatic procedure to select and hide bones with or without weight. Anyway you can manually move all unwanted bones in a separate bone layer (M in pose mode), and make this layer visible or invisible.
How do you use constraints with Armatures?
In 2.8 can add a constraint, tweak the settings to suit, then hit the Disable and Keep Transform button to RHS of influence slider.
Remove constraint and it still has the transform.
As a script, in pose mode, Suzanne has default XYZ Euler rotation mode
>>> monkey = C.scene.objects['...
Two (of many) ways to do it:
Select the radar in edit mode and press P to have it separated in a new object, and animate the whole object, without even the need of an armature.
Create an armature which has a "Radar" bone, parent (Ctrl P) the mesh to the armature and choose "with empty groups" option, then in edit mode select all vertices of the radar, ...
Although not in the same direction as i was originally thinking, one can get a good sense of which direction a bone is at using the following construction:
create a helper bone parented to and aligned with bone A, with a damped track constraint pointing to bone B. Now add the driver using the desired rotation of the helper bone (e.g., X, Z) in swing and Y ...
Bones 1,2,3,4,5,suspens, are all child of bone "control", which can move up and down and rotate left/right.
Suspens has a "stretch to" constraint pointing to "car" bone. Bones A,B and C have a "stretch to" constraint pointing at 2,1 and 5.
Car and Car2 are parented also.