4

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 object a Subdivision Surface modifier (with a Subdivision of 2), and right click and Shade Smooth: The way you wanted to mirror your animation is not the right ...


3

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 this, the knee should bend correctly. Note that if the IK target FootIK is further away from the hip than the ankle is, the leg will be fully extended and the ...


2

The Chain Length of the Inverse Kinematics constraint is including the bone that has that constraint. In your case the value is 3, so it applies to Bone7, Bone6 and Bone5. Therefor Bone4 is not part of the the IK setup and it's rotation behavior cannot be limited by the Inverse Kinematics settings in the Bone Properties. You can increase the value of the ...


2

Select a bone in an IK armature in Pose Mode. Then click the Bone Properties tab in the Properties window and scroll down to Inverse Kinematics. There you can lock rotation around certain axes or check a box per axis to limit the rotation around this axis, and enter the desired degree values. There are also fields related to Stretch and Stiffness which can ...


2

Okay, so after seeing the .blend, I was wrong in my comment. (Because there have apparently been some changes made to how Blender handles IK.) However, these changes made to Blender aren't really great changes, and I'm still going to recommend doing it the old fashioned way. So, first, let's explain what's going on. You are moving the chain via IK. The ...


2

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 on together. Move a bone that is properly mirrored, the Auto-IK and X-Axis mirror should work fine, result in the mirrored bone moving accordingly. Turn off X-...


2

Because your object has shapekeys, you have a shapekey selected and therefore you're changing this shapekey, you're not changing the original shape, which is on the top of your list and which is called Basis. If you want to make any change to the original shape, select this shapekey called Basis. If you want to save the shape you've created and make it the ...


2

I don't think this is just a coincidence. (I came here also from Sebastian's channel!) The answer from Ryo is saved me, but I just want to make an update for some of like me. I use Blender 2.8 on macOS and shortcut here is Shift+n. Also the rig in original question is not the same as in tutorial. So to make this work I had to recalculate roll for bones : Leg....


2

You have weight painting problems. Here's how I found the first one: Go back to object mode and select the model. Go into edit mode. Select solid view and xray: deselect all with ALT-a In the Properties editor, in the Object Data Tab, go to the Vertex Groups area and select one of the relevant vertex groups. Press the select button. The vertices that are ...


1

Use self in drivers. Similarly to @joshsanfelici have set the bones to XYZ Euler and driven the rotation z property of each bone via the target bone. The ability to use self in drivers let's us get away with having one common driver and feed into it object properties. In this case if one of our pose bones is self and the target bone is named "Bone"...


1

As I told you, there's a difference between the Rest and Pose position of the bones because of the fact that the IK bones will stick to their controller as soon as you switch to Pose mode, and if the controller head is not placed exactly where the IK bone's tail is placed, it will make the IK jump. How to fix it? First select the IK bone and make all the ...


1

If automatic weight doesn't work, you need to adjust the weight paint of the bones manually https://www.youtube.com/watch?v=l9S-jhBIEiU


1

A character using a hammer - (Blend file below - Vers 2.77, will work in 2.8+) I'm assuming it's the IK 'using' the hammer or sword that you're having trouble with... Getting the swing appearing natural is probably best achieved using a curve to guide the wrist or hand and the hammer parented to the hand bone so there'd be no slippage. Other situations ...


1

You should try some or all of the following things: Unlock the shapekeys: In your Driver Editor, choose Type > Averaged Value: Create a Modifier > Generator with a X value of -1:


1

I've tried the following things and it seems to work: Enable the Armature modifier's Preserve Volume option I've added an edge loop above the joint: I've segmented the small bone: I've extended a bit its influence upwards in Weight Paint mode, use Mix, Substract, use also the Blur brush: And I've extended a bit the influence of the top leg downwards: A ...


1

I have solved this problem by recreating bones without segmenting, what I did is to create the bones in edit mode not by adding new object rather extruding the main one, whenever one creates new objects inside edit mode those would be treated as joined objects, but in my case, there were some issues I think, so I eliminated that step and extruded every bone ...


1

IK Constraint is a Bone Constraint, not an Object Constraint, you need to switch to Pose mode (you are already) and click on the Bone Constraint tab.


1

I had a similar issue. I noticed that I had (probably accidentally) inserted a keyframe by clicking this small dot button right next to the > arrow key which changed into a diamond shape. After clicking it again it removed the keyframe, turned back to a dot and the changed number was saved just fine Another indication is that the Chain Length field was ...


1

There's no single workaround for this sort of problem. A lot depends on the parentage arrangement and complexity or otherwise of the reload animation. If the hand is parented to the weapon (Child = hand) then there'd be little reason not to just animate the hand and clip, particularly if it's only a straight case of shoving it up into the housing. You'd ...


1

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: Move ...


1

This issue happens because your Grease Pencil object has transform data (location). To fix this: first, in the Stroke tab, unparent the armature from your layer, otherwise the layer will move when you apply the new position. Then use Ctrl+A or open the object menu and apply the necessary transforms (in this case, location). After this, your location data ...


1

Similar to L0Locks answer an alternative is to add a copy rotation modifier with 50% influence to the next bone up the chain. By setting the influence to 50% the rotation will blend with the rotated target bone providing a smoother transition. Definitely not perfect but good for a quick fix. Note: you may have to play with the axis invert setting depending ...


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