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There are some rules that need to be followed if you want to use a mirror modifier in animation: The mirror modifier has to be upper (first evaluated) in the stack than the armature modifier; it has to have its "Vertex groups" option checked, and (before parenting) every couple of simmetric bones have to share the same name, except for an accepted ...


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Two approaches: Just add the property to the generated rig If you add bones to the generated rig in edit mode, you can select those bones in Pose mode and add Custom Properties that show up in the Rigify control panel. Here's an example: I added my bone to a generated rig. In Pose mode, I added a custom property my property to my bone` When my bone is ...


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Have the armature object of which you want to reset the pose bones selected, then run one of these two script.(work in object, edit and pose mode) Reset all pose bones: import bpy for n in bpy.context.object.pose.bones: n.location = (0, 0, 0) n.rotation_quaternion = (1, 0, 0, 0) n.rotation_axis_angle = (0, 0, 1, 0) n.rotation_euler = (0, 0, ...


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you've given a Copy Rotation constraint to your head, it will make the head rotate on the same axis as the bone, but head and bone axis are not aligned. Also, it won't make the head follow the armature. What you can do is remove these constraints, select the head for example, shift select the armature, switch it to Pose mode, select the head bone and CtrlP (...


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If you want the position of the bones as they appear in pose mode, here is the loop for your print. for bone in bpy.data.objects['metarig'].pose.bones: print(f'{bone.name}.location = {bone.location}') If you want the position of the bones as they appear in edit mode, you don't want to use the object, but rather the armature, and you need to print ...


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As others have already explained, you're looking for the FK controls. Here it is in video format if you prefer :) https://www.youtube.com/watch?v=vKgH5zXIYmM


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In my opinion you need to bend the knee a bit forward in Edit mode, so that it knows in what direction it is supposed to bend, and then in Pose mode change the IK Pole Angle (to something around -75°):


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You must have made a mistake at some point. First click on the Vertex Groups dropdown menu and Delete All Groups: Also delete the Armature modifier in the Modifiers panel. Select the armature and in Edit mode, select the controller and target bones, go in the Bone panel and disable their Deform option. Now parent the robot object again with the With Empty ...


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It's quite a broad question, I try to set some milestones. Start from the last: Fbx doesn't matter at all, this is the armature as it was created. Second question: this kind of armatures are built as "joints": they relate to the head location only, the tail is generally oriented on the world axis (to get easier curve editing) and its orientation ...


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I'm using Blender 9.23.5 (the newest one) and for me neither CTRL+X nor ALT+M do anything in Edit mode (or in any mode). By simply pressing the X key however I get the option to diffuse however this doesn't do anything when I click on it. Is there a non-shortcut way to achieve this? I also appreciate the second method suggested by Ortho, but when I do that ...


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I understand that you've got yourself something you're happy with. If it's working for you, that's all that matters. However, I suspect you'll find that using Child-ofs to do this is not ideal. Those 8 child-of constraints are not equal: they are evaluated in order, from top to bottom. Still, it may be good enough for your purposes. A better solution ...


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In my case, in blender 2.93.4, for each bone that was messed, I had to go on: poseMode/BoneProperties/Relations/InheritScale and chose between None or Aligned or Average (the one that looks better), but None will prevent all scaling inheritance. Modifying scaling in pose mode is good to avoid further sculpting the mesh or creating new meshes, but needs these ...


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This is an interesting technique, where the Mid bone is duplicated in edit mode. Switch the direction of the newly created corrective bone, make it child of the Mid, assign a rot constraint targeting the same Mid bone, with inverted XYZ, and assign some weight on the knuckles vertices. The influence slider lets you control the amount of the effect.


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Want to improve this post? Provide detailed answers to this question, including citations and an explanation of why your answer is correct. Answers without enough detail may be edited or deleted. This post is hidden. It was deleted 7 hours ago by Duarte Farrajota Ramos♦. I've did bone weight painting again and I've got it fixed. So there. I've adjusted the ...


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I edited the weights for the shoulder and arm bones so it matches the original model as closed as possible. Then, fixed.


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The problem is the flipped normals,before assigning the bones to the mesh ,just go into edit mode and select all vertices with A then press Shift + N then do the automatic weight When the normals are on the wrong side you will see the darker color in the shading mode


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I fixed it! I just found out the same boot was assigned to the shoulder bone for some reason. After I removed the weights it worked! Thanks for the advice!


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To have the boots painted red is not enough: boot vertices have some weight relatively to others not moving bones that force them to stay in place. In edit mode select one boot vertex that should move and check in the "N" panel all its weights assignements, to identify which weights to delete from which unwanted vertex group. They should have ...


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I fixed my issue by applying an IK constraint to the top bone and then targeting it towards an empty at the same coordinates as the top bone's tail. It also seems to help if you remove the IK from the middle bone and just have it on the top bone. I hope this helps anyone who's having a similar issue.


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Before you bind the mesh to the armature (parent With Automatic Weights) you need to apply the Rotation of the mesh. Your character was modeled lying on the floor and then rotated by 90° to get it up. When you bind it to the armature it's reset to the original position on the floor. You need to apply the rotation to tell Blender that the standing pose is the ...


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Writing an updated answer for above answer ( @lemon 's answer ) # set the armature object as active object and switch to pose mode meshname = "mesh_1" bpy.context.view_layer.objects.active = bpy.data.objects[meshname] print(f"active object name = {bpy.context.active_object.name}") obj =bpy.context.active_object bpy.ops.object.mode_set(...


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One of the solution is to go in pose mode select all bones clear transforms using bpy.ops.clear_transform() Note: using ops, we need to take care of context. Ensure that you are in pose mode and active object is the armature. Else context error will come. You can ensure that by meshname = "mesh_1" bpy.context.view_layer.objects.active = bpy.data....


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The answer by @David does not look okay to me. I might be wrong. The context.active_pose_bone.tail gives us location with respect to the parent bone. The context.active_pose_bone.tail_local will give us the location in armature local space, which is easy to transfer to the global space. To get to the world space we need to multiply with the world matrix of ...


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In edit mode? Change the Transform Orientation to Normal Then select the end of the bone, grab it (press G), restrict to the Y axis (press Y), and drag to the length you want. Setting the Transform Orientation to Normal makes it use the bone's Y axis when you press Y (which is the direction the bone points) instead of the global Y axis.


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Alembic is a nice solution, it can export mesh data "as is visually", like a mesh cache. However it can be quite heavy because it exports a snapshot of the mesh on each exported frame. And it doesn't support materials (though it can export material face groups). Depending the target software, Alembic is the best solution, but sometimes it's not as ...


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An important issue to understand when working with FBX, is Blender always points the bone primary axis in a +Y direction, while Maya and FBX support unique bone orientation per-bone. You can set joint orientations in the Maya "Orient Joint Options" dialog. Maya Joint Orientation in a Minute - YouTube The Blender FBX Import setting "automatic ...


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Bones always rotate on their head, but you can duplicate the bone in edit mode (Shift D, Esc), then right click and choose "switch direction", then make the new bone parent of the old one (keep offset), so that rotating it will perform the desired motion.


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By default, FBX export is set to Maya-like axis setup. In this setup, Y axis points to the top, while Z is rotated to the side. Blender tries to achieve this setup by rotating the model by 90 degrees on the X-axis. So you have an option to set Z-axis as up axis in export settings: But in this case, the model will lie on the back in Y-top Maya-like setups. ...


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The short answer here is: yes you can. It turns out my initial instinct of "parenting" was the correct one, but indeed the typical parenting implementation only allows for a 1:1 relationship. Thankfully there's a solve for this, the Child Of Constraint. I simply added 8 Child Ofs to the center bone, and used TheLabCat's advice of adjusting their ...


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undo any parenting Select the mesh Go to Object properties and under Relationships click the x for Armature if you still have it parented. Go to modifiers and click the x to remove the Armature modifier if you still have it present. Go to Object Data Properties; click the down arrow on the right of Vertex Groups and select Delete All Groups In Object mode, ...


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After generating the Rigify rig, you can add in edit mode any bone, child of an appropriate bone (could be thoose DEF deforming bones on 29th bone Layer, or ORG Original bones on layer 31 (counting from 00 to 31)).


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You can't add a bone to a meta-rig subrig. This is mentioned in the manual: Each sub rig has a required number of bones as input. If you are unsure on how to use rig-types properties, add a rig sample to your armature to see how it is supposed to be used. Since the sub rigs are created from sub rig samples, you would need to add a new sub rig sample, ...


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I don't think collision detection for bones is possible. There are bone constraints but they are for planes like a wall or floor, see Floor Constraint. As suggested by moonboots in the comments here (How Do I Add Collision For Armature) you can use Blender's physics to have collision detection. That's Cloth and Softbody simulations. You need to add low-poly ...


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You don't need to redo the automatic weights when you add the new eye bones. One way to avoid this is to keep the eyes separate from the creature, add the eye bones to the creature's armature, and then bone parent the eyes to the appropriate eye bones. See below for how to do that. If you do then need to recalculate the weights for the creature, it won't ...


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