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You can evaluate if its worth erasing the root and his child bones, until you reach the bone which you want to be the root. This work for me in a horse armature in which the root bone was the last tail bone and I wanted an spine bone as the root.


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This is a so-called "double transformation": the bone moves the origin of the eyebrow (and all of its vertices follow) but the bone moves also the vertices away from the origin; so vertices move double the distance of what it's expected. Delete one of the two parenting (bone weight or object-bone parenting).


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Old post, but none of the above answers worked for me (2.82). I was having trouble with moving my mesh using my armature. I had already named them and finished weight painting. I had actually renamed the vertex groups while weight painting, but not renamed the bones as well. The fix was to rename all bones in the armature, and ensure that they matched the ...


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If Ctrl-J doesn't work, then you may have a different version of blender (perhaps the older one) which might have a different hot key assigned. You can check that out in file tab -> user preferences -> input and in 3d view, you can change the assigned hot keys. Further you can use this video if you need : https://www.google.com/url?sa=t&source=web&...


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What I can think of is locking the properties that you want to not change: Loc, Rot, Scale. You can see there are padlock icons for that. But I'm not sure if I understand your problem correctly.


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You can remove all the vertex groups from the object then try automatic weight. You can select a vertex group and press the "-" button or press the "special button" (marked red) and select "delete all groups".


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Clicking on the 'windows' object, changing to Weight Paint mode and clicking on each of the vertex groups in turn we can see that the small triangle of window is part of the 'door_fl' group in addition to the 'car_body' group (red highlighting means a weight of '1' is assigned): The small part of the window that is 'lagging behind' needs to be solely part ...


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I applied the armature's rotation with Ctrl + A , and it fixed my problem which I've been battling for some time


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first select the bones then Shift + Click the mesh then go into Weight Paint mode and to select a bone just Shift + Click it .


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In the graph editor set the 2D cursor in a Y loc equal to 0, turn the pivot point to be 2D cursor, select all keyframes you want to invert and press S Y -1 Enter.


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Yes it is, even if the two objects are not identical. Move the two objects in the same spot, select the destination object (or objects), THEN shift select the source, then press F3 (search operator) and type "data", choose the "Transfer mesh data" operator, choose "vertex groups". If the objects are the same all others default options should be OK. After ...


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Actually you must join all joints together with Ctrl+J and then parent to the mesh, only then can you truly use the mesh with armature. One armature must become many, and use mesh with that just one! Awesome huh! Joine all armatures! All becomes one, literally, just one armature with Ctrl+J. And then parent the mesh to that one armature that can use it, ...


3

Yes it's possible Select the lamp Shift+Select the armature Enter into Pose mode (Ctrl+Tab) Select the bone you want to attach the lamp to Ctrl+P and select 'Bone relative'


1

Parent it to one of the bones that are not deforming anything. Select the light, Shift select a bone in pose mode, Ctrl+P = Bone.


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My good Buddy ClockMender has an excellent tutorial on this. \


1

Quick Script. As commented, might pay to upload file with armature if more detail like bone roll is required. Similarly to Straighten all bone chains in an armature a quick little script (in this case) to move parent tail to child head, connect and remove last bone. In edit mode, grab the parent bones of chains you wish to "flatten and connect" import ...


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You can 'Parent' the extra tail to the same 'Bone' that the original tail is parented to. A Bone can have multiple 'children' but only one parent.


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Improving on TLousky's answer. The problem: you don't always want to invert the sense of the influence. I don't know why this made sense originally. So I just ripped it out and made influence the same. That didn't work, however, as some bones really flew off into crazy-land when I did that. But all the various COPY_* constraints need to have influence left ...


1

The correct procedure to parent the empty to the bone is: Select the empty Shift select the armature Go to pose mode Select the bone you need as parent Press Ctrl P and choose "bone" option.


3

It's called 'In Front' in 2.8.


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