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1 vote
Accepted

parent bones in blender

These bones are probably part of 2 different armatures. If for some reason you really want to parent a bone of an armature to a bone of another armature you can use a Child Of bone constraint:
  • 113k
2 votes
Accepted

can i avoid a parenting dependency

No. With the amount of information you've provided, looking at the most general case, this is not possible. Let's imagine that bone 1 follows bone 2 and bone 2 follows bone 1. What happens when you ...
  • 16.9k
0 votes

Python: How to parent an object to a bone without transformation?

For anyone stumbling upon this in the future, this code works, but you will need to update Taks code for Blender 3.0+: arma.select_set(True) and ...
2 votes
Accepted

How can I get this curved piston to pivot properly on this mechanical hand?

At first, let me suggest you not to create 100 armatures: it's better to deal with one single armature object with 100 bones in it. If not, when animating you'll have to deal with 100 different ...
0 votes

Blender Armature Movement Distortion Misshapen Mesh Issue

So this was harder thant I thought, but I kinda got something working. The topology makes it hard to skin properly though. I made the simplest rig possible, with just 2 bones : Here's how to achieve ...
0 votes

Set parent with automatic weight for selected bones only

If I understand this question correctly, here is a handy solution from panicq06: Select the mesh and then also the armature. Parent with "Armature Deform". Select your desired bones and ...
6 votes
Accepted

How to align an object along a spiral without distortion?

An example how to do this in Geometry Nodes, best would be to use the Geometry Nodes wokspace layout by clicking it at the top menu bar. In your example you have a single object if I see it ...
1 vote
Accepted

rotation slightly off when using track constraints

So let's look at the file, with the relevant bones highlighted, and your constraints. We'll do so with bone names and axes enabled, and with an octohedral display rather than sticks or shapes, ...
  • 16.9k
1 vote
Accepted

Cable cloth sim + skin modifier + attached object

The problem here is that a vertex parent has to be a real vertex (or 3 verts.) But the skin modifier completely replaces your existing vertices. It really doesn't know which output vert is the input ...
  • 16.9k
1 vote

Cable cloth sim + skin modifier + attached object

I was able to come up with a simple but quite restrictive solution: Vertex parent the object to the cable (no skin modifier!) Bake all Cloth physics (aka cable simulation) Select the attached object ...
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