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23 votes

How to rig a cartoon-style hose limb? (cartoon arm)

I think you could test at least 3 solutions, the classic rigging with bendy bones playing with Easing In and Out, the Stretch To constraint solution, will allow you to stretch the arm, and the Spline ...
moonboots's user avatar
  • 162k
12 votes

What is Inverse Kinematics?

What is Inverse Kinematics? There are two main ways to pose a chain of bones: "Forward Kinematics" (FK) is the normal way of manipulating a bone chain, based on parent-child relationships. You need ...
lbalazscs's user avatar
  • 3,609
10 votes
Accepted

How do you lock the rotation of a bone in an IK chain?

You need to use the IK Limit rotation found as shown below:
Tak's user avatar
  • 6,303
9 votes

Animation advice please (sliding pipes with handles)

Shapekeys Would consider using shapekeys for the handles. With two shapekeys fully flexed and fully straight. For example sake have made the rest of the mesh into shapekeys, however could use ...
batFINGER's user avatar
  • 84.5k
8 votes

What is Inverse Kinematics?

Original Article: Overview of Inverse Kinematics You’ve probably heard of Inverse Kinematics. IK is a popular tool in Blender and computer graphics, but if this is the first time you’ve tried to ...
Luis B's user avatar
  • 750
7 votes

Animation advice please (sliding pipes with handles)

It should work this way: Create 2 armatures, A and B, and create a bezier curve with 3 vertices that follows the armature B’s arc. Parent both bones a2 and a3 to bone a1 in Keep Offset mode. In Pose ...
moonboots's user avatar
  • 162k
7 votes
Accepted

Inverse kinematics ignore rotation constraints

The Limit Rotation constraint doesn't work on a bone that is part of the IK chain. To constrain the bone rotation, select it, go into the Bone panel > Inverse Kinematics, and lock or limit the ...
moonboots's user avatar
  • 162k
6 votes

How can I seamlessly switch between IK/FK?

Under the Rig Main Properties you have the IK/FK slider. Below that you have two options to snap the pose to either the IK or FK position. p.s. I notice you are using the MetaRig to animate. ...
Patdog's user avatar
  • 3,998
6 votes
Accepted

I don't see the inverse kinematics in Blender 3.0?

The Inverse Kinematic constraint is under the Bone Constraint panel and not the Object Constraint panel.
Benus's user avatar
  • 3,383
5 votes

How to best animate a licking tongue?

That method works extremely well for all sorts of short bendy things, tails, tentacles, tongues, you name it. Only having 3 controllers for all of it makes animating a snap, too. I just want to add, ...
Ben's user avatar
  • 1,821
5 votes
Accepted

Exporting Animation without IK targets, poles bones and other controls

In pose mode you can select all bones you need and bake the animation into a new action, removing the constraints. The movements will be the same as if the constraints were still acting.
josh sanfelici's user avatar
5 votes
Accepted

Rigging this mechanical linkage in Blender

Like this? Yeah, that's a tricky one and it needs either a cheat or the not so new but usually overlooked iTaSC solver. So, in the settings of your armature, enable iTaSC: I made the blue part the ...
Haunt_House's user avatar
  • 16.1k
5 votes
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Non-identical behaviour of symmetric armature

The issue here isn't the rig. As you can see, the rig behaves the same on both sides: What is different is how the mesh is deformed. If you go in Weight Paint mode, you will see that the toe area is ...
Lauloque's user avatar
  • 16.7k
5 votes
Accepted

Blender IK constraint not working correctly

In Edit mode, move the knees and the pole targets a bit forward. The knees need to be bent a bit so that Blender knows how the legs are supposed to bend, and for the moment your pole targets are too ...
moonboots's user avatar
  • 162k
4 votes
Accepted

How to best animate a licking tongue?

I ended up using bendy bones – which are essentially a number of bones aligned to a spline, whose control points can be animated. I found this youtube tutorial very helpful. using drivers to map the ...
kindoflike's user avatar
4 votes

Rigging technique for flexible cardboard packaging

To make sure that the slot is sharp and to avoid unpleasant mesh folding, you need to rework the topology and bring a new bone that overlap the slot. Now parent With Automatic Weight again, give your ...
moonboots's user avatar
  • 162k
4 votes
Accepted

Noob Question: Inverse Kinematics Not Working

In order for the IK constraint to know that the knee is supposed to bend (even with a pole target), it needs to start slightly bent. In edit mode, move the kneecap slightly forward. Once you've done ...
TheTrueJard's user avatar
4 votes
Accepted

Rigging a mechanical plunger: bone constraints lead to offset results

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 ...
Nathan's user avatar
  • 24.9k
4 votes
Accepted

Limit stretch length of bone driven by IK

if you add this driver to your ik stretch value of your stretchy bone... you will get this:
Chris's user avatar
  • 62.1k
3 votes

How to put all armature bones under 1 root bone

Select only top level bones. Select only bones that have no parent, to be children of the new root bone. As can be seen in the picture fore_arm has been re-parented from presumably upper_arm to the ...
batFINGER's user avatar
  • 84.5k
3 votes
Accepted

IK rigged elbows have unexpected "laggy" or "jumpy" behaviour when animated

So by messing around I managed to find my own mistake, and hopefully this answer will help others avoid it. As is the standard with most IK setups, I have 2 bones in the place of the Hand: The ...
Kochich's user avatar
  • 51
3 votes

Baking IK into FCurves

I made a Blender Addon that automatically creates a new FK mesh/rig without any of the IK/control bones. You can then export that new FK rig wherever you please, while your original remains intact. I ...
chinedufn's user avatar
3 votes
Accepted

Why does this Copy Loc contraint not work with this IK bone?

The issue you have is parenting. You would have the hand bone as a child of the lower arm bone, this parenting defines the position of the hand, preventing the location constraint from moving it. As ...
sambler's user avatar
  • 55.5k
3 votes

Mirrored pose problem (IK goes crazy)

After take a look into your Blender's file. I think that your problem is about your Leg Control bones aren't have the same local rotation in edit mode. So whenever you do mirror paste, your bone will ...
Ryo's user avatar
  • 244
3 votes

how to stretch ik bone in blender 2.8

Select the bone you want to stretch and set its amount of stretch. The amount is calculated in relation to other bones which have some, so if only one bone has some stretch, even a little value leads ...
josh sanfelici's user avatar
3 votes

Hand is not glued to gun as expected

Solution: The gun and body armatures were separate, so I deleted the original gun armature and created one inside the body armature. Using IK that targets the last bone of the gun and uses the gun ...
505Legion's user avatar
  • 423
3 votes
Accepted

How to use root motion with inverse kinematics?

You can bake your action into a new action clearing all constarints, so the animation will act the same movements without the need of IK. To do so, select in pose mode all deforming bones, and go to ...
josh sanfelici's user avatar
3 votes

Bone Turns Orange And Auto IK Doesn't Work

I've stumbled upon this question myself and believe that this is an issues regarding X-Axis mirror and Auto-IK working together. To reproduce the issue, In pose mode, turn X-Axis mirror and Auto-IK ...
Xquid Zhuang's user avatar
3 votes
Accepted

Why do we use IK in the lower arm (fore arm) bone? How to select IK bone?

As of recent versions of Blender, there are two IK constraints, Spline IK and Inverse Kinematics, usually just called IK after its acronym. Spline IK is used to "align a chain of bones along a ...
Marty Fouts's user avatar
  • 33.3k
3 votes
Accepted

Change rig target control transform on 6 axis robot

in rest pose add Empty at tip (tail) of your EndBone IK Constraint on EndBone > Target = Empty, with Rotation enabled Bone Properties > Invers Kinematics > Lock XYZ
vklidu's user avatar
  • 36.8k

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