This has to do with how editors/modes have changed in 2.8 (presumably related to multi object editing?)
There is an option in the edit menu called Lock Object Modes which forces the mode to be consistent across all objects. If an object doesn't support the current mode then it cannot be selected. Disabling this mode allows leaving the armature in pose mode ...
Editing armature with existing animations is totally possible.
When you edit the armature in edit-mode, you directly change the rest-position. Any transformation (animation) is relative to this rest-position, so by changing the rest-pose you might break the animation (but if the animation is mostly rotations and you change only proportions of bones there ...
The word for that kind of thing is "vertex animation". Blender supports shape keys that can be imported into unity via FBX. They are typically used for cloth animation and facial animations that are difficult to do with bones - if you're looking for movement in general then you'd generally want to stick to the armature and use an armature in Unity as well. ...
First note that bones have two representations within blender, the EditBone data represents it's static rest position within the armature while the PoseBone is the animated bone data that you would be moving around. The edit bones are stored in obj.data.edit_bones while the pose bones are in obj.pose.bones.
The rotation_mode value of a pose bone is used to ...
from mathutils import Vector, Quaternion
arm = bpy.data.objects['Armature']
for pb in arm.pose.bones:
#Set the rotation to 0
identityQuaternion = Quaternion((0, 0, 0), 1 )
pb.rotation_quaternion = identityQuaternion
#Set the scale to 1
pb.scale = Vector( (1, 1, 1) )
#Set the location at rest (edit) pose bone ...
I Noticed the same issue with Blender 2.79c. Even very simple models were presenting lags in bone selection.
What solved it for me was going to "user preferences->System" and changing the "Selection" option from "automatic" to "OpenGL Occlusion Queries".
Hope this helps.
I solved my problem.
For every bone in Edit Mode, I had to set the Roll value to 0.
Then, for some bones with Bone Constraints, I had to set the Pole Angle to 0 or 180.
Finally, I had to clear parents for my meshes and parent them to the bones again.
See this section of the api documentation. Setting PoseBone.matrix probably does the calculations required for PoseBone.matrix_basis but does not update the value of the underlying DNA world matrix property, which is wierd. Here is a script which uses the scene.update method:
def __init__(self, obj, scene):
What you want is currently not (simply) available as far as i know.
When animating on the right there is options, there you could enable AutoIk.
Together width that i would use helper empties. So you can set Bone constrains so that for example the feed take 100 height influence of the surfboard, and the hip takes 30%... but it might not realy look 'elastic ...
To return to the original pose, simply reset all the transformations.
Make sure your are in Pose Mode, by selecting the Armature and choosing Pose Mode in the 3D View (CtrlTab).
Then select all bones (A) and press
AltG to reset location
AltR to reset rotation
AltS to reset scale
EDIT: After inspecting the file you provided, the issue is that the leg bones actually bend backwards at the knee very slightly. In this case, Blender will never make the point point the direction you want. If you pull the knee joint forward a bit, or even just make the leg bones perfectly in line the IK will work as expected.
In the IK constraint options, ...
Copy Location Constraint.
Can leverage the existing behaviour of the copy location constraint, targeted to a mesh, subtargeted to a vertex group.
Test script, run in object mode with mesh object selected. Will add an empty for each vertex group at the mean location (as determined by constraint) of each ...
Ctrl+Tab will toggle pose mode if an object of type 'ARMATURE' is selected, or it will toggle weight paint if an object of type 'MESH' is selected.
Otherwise, you can select the armature in your 3D View (or outliner), then select pose mode from the menu in the header.
First of all in pose mode pose your character where you want to be the new rest pose, then select the mesh and apply the armature modifier, then select the armature and, in pose mode, apply the pose as rest pose; then re-parent your mesh to the armature.
This spinning effect many times is caused by an incorrectly set up IK constraint. Please check the Tutorial again for two things:
to which bone is the target of the IK chain parented to? The target is the bone which you actually move by hand. It must not be a child of the bone chain which is deformed by the constraint
what is the chain length in your IK ...
The issue seems to be the boolean modifier, which cuts your mesh with the nail mesh. when you disable the visibility of that modifier, the armature deforms the mesh as normal. I'm not 100% sure why this happens, if it is an issue due to laggy update because the boolean takes too long, or if the boolean (more likely) messes up your vertex groups, and thus the ...
Well it kind of works, as you can see in this Blend File here:
I say kind of because the limitation is that you have to set up the driver which he's using in the video. Looks like a dependency graph issue to me to be honest. This theory is backed up by two things:
if you transform the controller bone, and cancel that transform using Esc the bendy bone does ...
You need to apply the new pose of the armature as its rest pose before adding the modifier to the mesh. The mesh is deformed by the armature by using the difference between the armature's current pose (what is set in pose mode) and its rest pose (what you see in edit mode on the armature).
In pose mode, under the "Pose" menu, select "Apply Pose as Rest Pose"...
The PoseBone.matrix_basis attribute works as expected. Use the matrix's decompose method to extract the quaternion rotation.
To test the script, open up a new file, delete everything and create an armature.
for b in bpy.context.scene.objects.active.pose.bones:
# use the decompose method
loc, rot, sca = b.matrix_basis.decompose()
You have a IK-solver applied on some bones. This constrain does not work in edit mode, so when you go to object/pose mode, constrain starts to affect and moves bones a little.
Other thing that you show in video - it is bone in the head, it is hidden in edit mode, so you need to press Alt+H to show it.
And by the way, do you know that rigify addon, that ...
Toggle a constraint property
As mentioned, simply changing the inverse_matrix property does nought. If another property of the constraint is toggled, for example the target it appears to work as expected, using the new value assigned to inverse_matrix
Test script, tested on simple example of single bone and default cube parent. Set cmd to 'CLEAR' for ...
Choose the tab at the top of the screen that says "Animation". This will put a narrow "Timeline" panel at the bottom. Change the Timeline panel to "Dope Sheet"
The "Dope Sheet" panel has another drop-down menu near the panel-changing menu you just accessed. From this drop-down menu, change it from "Dope Sheet" (or whatever it may be) to "Action Editor".