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Okay, so, I don't know what I'm saying, but, I used to export meshes from Blender to Unreal Engine way back then and I faced sort of the same issue. If you don't want the long explanation of what you already have in the question, read only the bold parts XD In order to make you understand, we might have to look at some cases but before that from what I ...


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Select the sword, in Object Properties tab set the parent to the Armature/Rig, change type to Bone and select the bone you want to use. You can reposition the sword and it will stay "fixed" relative to the bone you picked.


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I'd say @ZargulTheWizard has summed it up pretty well. It's a very convenient way to manipulate limbs etc with few if any restrictions. Everything is IK'd as normal but (as mentioned above in the comments) the target as selected in the IK's "Target" slot is your Empty. Dragging the Empty will force the bone to "look at", (track it), but ...


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Blender does 4 things when you armature parent something: It parents the mesh object to the armature object, just like any other parenting; It creates an armature modifier on the mesh object, targeting the selected armature; If parenting with empty groups or automatic weights, it creates a vertex group for every deforming bone in the armature, with the same ...


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Select the vertices in Edit mode, remove them from all vertex groups named like a bone, and add them to this one group that has the same name as the bone you want to parent the vertices to. Blender creates a vertex group for each bone if you parent the armature With Automatic Weights, With Empty Groups or With Envelope Weights. The weight assigned to the ...


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