By definition AltG, AltR and AltS will bring back the bones to their rest position, i.e. their position in Edit mode.
If you want to go back to a particular pose that is not the rest pose, you may be interested by the Pose Library that is in the Properties panel > Object Data.
You can create as many poses as you want, to create a pose, click on the "+...
I managed to fix my skeleton by using Vertex Weight Mix modifier.
A=bone which should stay |
B=the other one |
Vertex set=All |
+2nd modif for other leg and apply both
Now disconnect bones to prevent its shifting during dissolving (simply uncheck connected checkbox in edit mode)
And finally dissolve additional bone with Ctrl + X
I'm not sure that I understand what your end goal is. This is the kind of stuff where a lot of the times, people new to 3D transformations don't really know what they want.
However, if you say something like, "Being able to animate the origin of a bone would solve this," yeah, you can do that. In a couple of different ways.
First, a pivot ...
Solved with the help of CGDive! https://blender.stackexchange.com/users/25308/cgdive
The generated rig tries to correct the roll automatically by default, but this can be overwritten by selecting each upper_arm bone and in Bone Properties > Rigify Type > Rotation Axis selecting the rotation axis manually. If you have copied the roll orientations from ...
The user @batFINGER solved my problem:
"If you are selecting a face / edge / vert then the mesh will need to be in edit mode. eg select a face, shift-S cursor to selected, moves cursor to face. Exit edit mode of mesh, go into edit mode of armature select bone and shift-S snap selection to cursor. (the snap options are pretty intuitive)"
There are ...
Select your mesh and in the Viewport Overlays panel, enable the Face Orientation option, you'll see that the normals are flipped (they are red). In Edit mode, select all and press AltN > Recalculate Outside, then parent again:
Generally speaking, you'd create that via IK, which controls angles while keeping lengths constant:
That's your basic parallelogram IK, used for a lot of mechanical rigging. Note that it doesn't have to be a parallelogram-- if you build it with different lengths for your bones, different angles, it still behaves properly.
The IK target (and the first bone ...
Thanks for your reply,
but it looks like the FBX exporter has exported the asset wrong.
I have an project in Unity where my fbx of original asset is broken, i was trying to export the asset object as fbx but if i import it in blender it shows like upper. BTW the Armature list shown as here, any idea how i can change this?:
Oh after fbx export i used fbx ...
try select all you want to simetrize and with right button chose "names" > left-right, and what you don't want to simetrize and choose "names" > top-bottom. So select the left-right bones and simetrize will use the top-bottom bones as reference.
Fist thing, the scale is -1 on the X axis, so apply the scale of your object:
Once done, you need to check the normals, enable Face Orientation in the Viewport Overlays panel:
Blue show face normal orientation, red the opposite, as you can see the normals are flipped outside on the right arm. To recalculate the normals, go in Edit mode, select all and ...
To be more specific, I have already tried a "remove double/merge by distance" on the mesh, and a scale
Found the solution: I fixed the nose vertices which was dirty and the parenting worked. Thank you for reading :)
Create a root bone for your gun, create 2 children bones, one for handle 1, one for handle 2:
In Pose mode, give each of your hand controller a Child Of constraint, with the handle 1 and handle 2 as Target, click on Set Inverse:
Move each controller close to the handle, move the fingers so that it looks like they are grabbing the handles, keyframe:
Rigify is able to do the job. Rigify is a modular rig system to create bones and controls with automatic or manual FK/IK. Keep in mind the settings for Rigify differ weather you're on edit mode (for the Armature), the pose mode (for bone constraints) and animation (drivers). There is a complete guide showing you step by step how to learn Rigify. The only ...