There is a common technique used in modeling hands: use the scale of a control bone to set the curvature of the finger. If you want to move the finger naturally, in pose mode, select the red rectangle that's right above it and use S to scale it. scaling up uncurls the finger. scaling down curls it.
Vincent uses a rig called BlenRig and you can find out ...
In Rigify's metarigs, every chain of bones starts with the first bone which has a "Rig type" assigned in pose mode.
So, you can create a similar metarig and check which rig type assignement is missing.
Your leg rotates because the IK is supposed to always bend towards its Pole Target and for the moment your Pole Target is pretty close to your knee, you just need to move your Pole Target a bit away in Edit mode and it will work fine. Also maybe bend the knee a bit forward in Edit mode:
The Y axis is set by the (normalized) vector from bone head to bone tail. To change this axis, move the bone tail in edit mode. It may be necessary to remove the "connected" trait from children bones to do this, which is fine; connected trait is nearly useless.
Once you have the Y axis set, X and Z axes can be set by bone roll.
Whenever you ...
The mistake is step 6 "and selected body mesh along with bones and parented them with automatic wieghts"
You parented the mesh to the metarig, and then the generated rig to the mesh:
metarig → mesh → rig
That's wrong. Correct relationship is:
rig → mesh
Clear the parent relationship (Alt+P) of the mesh and the rigs. The metarig is only used to ...
Hardcore, solve-anything animation retargeting, in this case from BVH rig to destination rig:
Make sure your destination rig isn't using any constraints. Duplicate it, then join the duplicate to your BVH rig. In edit mode, reparent all bones from the duplicate to bones in the BVH rig. Give all bones in destination rig a copy transforms (or copy rotation, ...
No, automatic weights does not work well on multiple meshes.
Note that when you joined your multiple objects, you still had multiple meshes, just contained inside a single object. It is the fact that these meshes are not connected that makes them a poor fit for automatic weights.
You could try merging vertices by distance in your merged object, and seeing ...
Your example has details that make things difficult, but your explicit question is answerable.
If you want to prevent a bone tail from a region, you use the first bone as a guide for another bone, which is excluded from that region, and then you use a third bone to damped track the tracker.
For example, if you wanted to exclude forearm.R from entering with 0....
Yeah, the docs are useless. I'll try to answer based on my understanding from testing.
First, the properties on a bpy.types.Bone aren't affected by the Pose mode pose. Properties affected by the pose are on the bpy.types.PoseBone. So everything in bpy.types.Bone should depends only on the rest pose (the edit mode pose)
bone.matrix_local is the transform from ...
You don't have to worry about normalization. You do have to worry about clamping.
First, clamping. Blender will not let you use a vertex weight of less than 0.0 or greater than 1.0. (Well, I've seen some bugged files with negative values, but it's not supposed to happen.) Vertex group assignments are not intended to be used outside of this range, so ...
If the left IK controller is supposed to control the right IK controller, give your right IK controller the bone constraints Copy Location and Copy Rotation with these settings (enable Invert X for the Copy Location and Invert Y and Z for Copy Rotation, and choose Local Space/Local Space for both):
Then here is what happens when you move the left IK ...
Your reference video didn't help too much ... it is not close up to see working mechanism.
The only one visible motion is Cabin (cable and wheels are not noticeable for their distance from camera or design -flat design). So for the most simple way to animate Cabin keyframe start/end location to get illusion of movement.
For a bit more details you can ...
Probably the easiest thing to do is to do it in pose mode, with copy transforms constraints, and then apply the pose as rest pose. Interface for constraints is good enough that this is less work than doing it in edit (where you need to also match roll, btw) at least in most cases.
Make sure both armatures have no unapplied transforms. Select snapping ...
So if you're looking for that:
Bone 3 has the IK constraint with a Chain Length of 1, its Target is Bone 2. Bone 2 is deparented. Bone 1 is parented to Bone 2. Bone 1 has a Copy Location constraint with Bone 3 as Target, and a Head/Tail value of 1.
As for your second question, if you want a sliding piston, what you could do is the following setup:
Bone 1 ...
It works fine, only press R-90 if you are in side view, if you are not, press RX-90 to precise the rotation angle, otherwise the rotation will happen according to your current view, which will give the unexpected result you show.
Select your armature, shift select your object, switch to Weight Paint mode, your armature will automatically switch to Pose mode, you can select the bone you want to see its vertex group. You can enable the Vertex Selection option to work on the vertices you want:
There are two issues with the file you provided that lead to the eyes bugging out when you parent with automatic weights.
You have a bunch of weird keyframes on your bones.
Your eyes have constraints that mean that their rest pose is not the same as their constrained pose.
To fix 1), it's pretty easy. Jump to some unused frame (like frame 55), enter pose ...
Here's a way to rig wings using rigify.
Start with the default human meta-rig, and line up the existing bones to your character as normal. I'm rigging a humanoid character, but if you aren't this should work with any of the base meta-rigs.
Next place the 3D cursor where the wing meets the back and add a chain of three bones corresponding to the three bones. ...
Well, the basic structure that you're trying to do here-- copying location, world->local-- is just not the right one for the problem you're trying to solve.
Let me start by being explicit about what your current constraint is doing: it is finding the world Y location of the head of foot_bone_low. This is a number. It is then applying that as local space ...
I took a shot at making a Blender Add-on to solve this problem:
Select an armature and switch to Pose Mode.
Select a subset of bones within the armature.
Open the "Bone Traversal" panel, and select "Set Bones" aka bones.set
Select Next or Prev to cycle through those bones (aka bones....