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1

undo any parenting Select the mesh Go to Object properties and under Relationships click the x for Armature if you still have it parented. Go to modifiers and click the x to remove the Armature modifier if you still have it present. Go to Object Data Properties; click the down arrow on the right of Vertex Groups and select Delete All Groups In Object mode, ...


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The answer is in blender/object_relations.c at line 660: /* Operator Property */ EnumPropertyItem prop_make_parent_types[] = { {PAR_OBJECT, "OBJECT", 0, "Object", ""}, {PAR_ARMATURE, "ARMATURE", 0, "Armature Deform", ""}, {PAR_ARMATURE_NAME, "ARMATURE_NAME", 0, " With ...


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Under "Properties" -> "Relations" you can see who the parent is and you can change it there. This is especially if you are not sure which one to select first the safer way to change the parent.


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I believe that the root of your issue is in the weight painting. Using automatic weights as a base is fine. However, this results in some vertecies being bound to unrelated bones, causing the issue. You will need to edit these weights. You can do this either in edit mode using the vertex groups: , or in weight paint mode, you can follow this tutorial if you ...


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Like Brockmann said, you can create a linked duplicate of an object that shares the same mesh data block. However, if you’ve created a duplicate object with a duplicate mesh data block and wish to change it, you can also go to the mesh properties tab in the Properties editor while the duplicate object is selected, and change the mesh data block to the ...


4

Use the Child Of constraint. At the frame before the parent drops, create a LocRotScale keyframe for the child object and create a keyframe on its contraint Influence at 1. Next frame, create a Visual LocRotScale keyframe, and create a keyframe on the constraint Influence at 0. Don't worry if the child jumps back, it will take the visual location keyframe ...


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Click the object, then press Alt + P. This opens the Clear Parent menu. Select Clear and Keep Transformation. If this does not work for you, you may have selected the parent instead of the child.


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This method didn't work for me. I mean, its working but not perfectly symmetriziing the mesh(or i did something wrong). I found new solution: delete half of the object, add mirror modifire, and that's it! It will work with rigged character. But make sure your mirror modifire on top stack(above armature modifire). And if you wanna apply it with shape keys, ...


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