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Turns out, this IS in fact a floating point precision issue. Not something to do with the math along the path, itself. In an effort to keep my vehicle and camera near the world origin, I created a root object, parented my environment and path to it, then animated it's location to try to keep the vehicle near to 0,0,0. It has helped a LOT! Here is a video,...


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You have activated the Auto-IK option, it allows you to move a bone as if it had an IK constraint, so just deactivate it:


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Set basis and parent inverse to identity. One of the simplest ways to do this is to set both the basis matrix and parent inverse matrix to identity, to ensure all transforms are those inherited directly. Getting no feedback re what parenting "without offset" is, have included link to https://blender.stackexchange.com/a/112856/15543 which has a ...


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I found the solution! I had already parentet the mesh to the armature erlier. Later I flipped the names from L to R. Then I parentet it again, and it had still saved some of the old vertex groups. I deleted all the vertex groups, and now it works:)


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I saw your file. The ear bone is there but it was not un-parented from the other bones for some reason You have to parent ear.L.004 to ear.L.003 ear.R.004 to ear.R.003 Parent with Connected. Also your metarig has Scale that has not been applied so most likely you'll have to press CTRL+A > Scale (in Object Mode!)


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9 out of 10 times, rigging problems are caused by problems in scaling. make sure that figure feet are at world center and the armature fits in it. Before you autorig, apply scale(and other transforms) to the mesh and apply scale (and transforms) to the bone system


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Edit mode, relations panel As is displayed in the relations panel of a bone in edit mode, can look at the properties in the python console. Simple armatrure, active and in edit mode. List each edit bones EditBone.parent and EditBone.use_connect properties. >>> C.object bpy.data.objects['Armature'] >>> bpy.ops.object.mode_set(mode='EDIT') {...


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Blend file below... The circular path - Add the circle path and scale it to suit. APPLY the scale with Ctrl+A Bevel it when it has to be rendered. In it's curve properties at right, set it's "Frames" to (e.g.) 20. Set the timeline to fame 1 and in the curve's "Evaluation" slot, set that to zero and keyframe. (I) Move the timeline to ...


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