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 ...
  • 121k
20 votes
Accepted

How to IK rig legs

First you will need a target bone for the Ik - for example a copy of the foot bone. Make sure this bone is not parented to anything (except when you have a root/master bone - then parent it to root/...
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 ...
  • 3,529
9 votes
Accepted

Enabling IK stretch in the IK Constraint does nothing?

One solution is to make the stretch value in BONE > INVERSE KINEMETICS > STRETCH to more than zero and not close to 1 I set it to 0.1 As seen in Pitchipoy rig set up It has to be done for each ...
  • 1,729
9 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:
  • 6,175
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 ...
  • 81.4k
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 ...
  • 760
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 ...
  • 121k
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. ...
  • 3,898
6 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 ...
  • 121k
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, ...
  • 1,761
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 ...
  • 15.6k
5 votes
Accepted

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 ...
  • 10.2k
5 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.
  • 3,183
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 ...
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 ...
  • 121k
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 ...
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 ...
  • 18.5k
4 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 ...
  • 121k
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 ...
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 ...
  • 81.4k
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 ...
  • 234
3 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.
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 ...
  • 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 ...
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 ...
  • 31.7k
3 votes
Accepted

Problem when trying to shrink part of model (with armature) - IK

In bone after that's going to be scaled, you can set Inherit Scale to None: So that bone after scaled gets rotation and location, but not the scale. Works with IK to:
  • 30.6k
3 votes
Accepted

Spline IK with control of both ends

Positioning the head is easy: parent the curve to another bone. One that is not involved in the spline IK, that is not dependent in any way on any bone that is involved. Then, to position the first ...
  • 18.5k
3 votes

Problem with inverse kinematics and locking bone rotation

In this case, the bone rotation lock is overridden by the rotation of the pole target. This is a well-known problem, it can't be solved because of the logical conflict of the task. Specifically in ...
3 votes
Accepted

Problem with inverse kinematics and locking bone rotation

Duplicate Shoulder bone and add Stretch to or Track to constraint with target to Forearm. This type of twist is widely used in rigs. You might wonder why you would use Stretch to? But it is actually ...
  • 30.6k

Only top scored, non community-wiki answers of a minimum length are eligible