New answers tagged bones
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Generate Rig is not scaled correctly
Your mesh should have its scale and rotation applied before rigging.
Select your mesh objects in Object Mode and hit ⎈ CtrlA > Apply Rotation, and redo it again for Scale.
When you manipulate ...
- 11k
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How can I copy and transform a bone's location movement to another bone?
As thoose 2 bones have a different orientation in edit mode, transferring the motion from one to the other is not a simple matter of copying and pasting keyframes.
Some deep math and Python code can ...
- 24.1k
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Why can I move this vertex group but not rotate?
Hand_L has a Copy Rotation constraint, the Hand_R has not, give it the same (with the right controller of course)
- 125k
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Why does my mesh deform when i apply automatic weights?
Here is your armature's rest pose, it doesn't match the character's shapes, your character should be in T pose as well, if you parent your current object to this armature, then give it the pose you ...
- 125k
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Moving along the path - strange rotations
Okay, I found the problem. All empty had to have a location applied, which I didn't. Now the gate opens properly :)
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How to calculate x, y, z numbers of a pose_bone in Axis Angle Mode
After much research, I found that I don't have to stick to axis_angle and can easily get the values with rotation_differece. ...
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Moving along the path - strange rotations
I'm still not sure what's gone wrong with your file, but here is a much easier solution:
Run the animation to see it in action.
If you want a different texture on each panel you can apply the array ...
- 2,934
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Blender Rig - problem (Blender 3.4.0) - Bone changes mesh rotation
Change the Pole Angle value in the IK constraint, also make sure that the knees bend a bit forward in Edit mode.
- 125k
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Accepted
How do I stop my model from warping horrifically when bones are rotated?
Most likely, you are right about "messed with scaling". Eventually, you need to apply the scale (or all transforms) of your mesh, because a child object (your mesh) will inherit all ...
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Simple armature creation script results in a crash when attempting to set bone parenting
Turns out, setting the armature's active bone fixes this problem. Here's an update to the script above that works perfectly:
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How to calculate x, y, z numbers of a pose_bone in Axis Angle Mode
If you have WXYZ values for rotation in Blender, that is quaternion rotation. I will not pretend to understand math with imaginary numbers(Like this for example - I understand nothing...), but it ...
- 18.8k
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bones × 2449rigging × 1111
armature × 1061
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mesh × 256
constraints × 233
python × 205
weight-painting × 190
pose-mode × 176
inverse-kinematics × 122
parent × 120
rigify × 118
modeling × 107
transforms × 101
scripting × 93
export × 57
vertex-groups × 53
objects × 52
keyframes × 52
drivers × 50
mirror × 38
unity × 35
shape-keys × 34
edit-mode × 31
vertex-weights × 31