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2

Yeah, figured it out. Like @Nathan said, I should have just weighted the entire vest and changed the order of the modifiers. My bad. Question Closed.


2

If weights are 0 (if vertex groups are empty) the mesh will not move. In edit mode select all vertices of a section of your mesh (i.e. left hand), select the relevant vertex group (maybe hand.l) and assign a weight of 1.0. Do the same with the rest of the body. Then use smooth brush in weight paint mode to soften the transitions.


2

Blender 3.0 uses the workbench render engine to render the pose library previews, so to get color in your preview thumbnails all you need to do is make sure workbench is set to output color. So, for example: Open the Render properties tab. Change "Render Engine" menu selection to "Workbench" Under "Color" tab, choose "...


6

The issue here isn't the rig. As you can see, the rig behaves the same on both sides: What is different is how the mesh is deformed. If you go in Weight Paint mode, you will see that the toe area is assigned at full weight bot to your toe group and foot root: The solution is to remove the toe part from the foot weights. Since you have it selected in Edit ...


0

No wonder why the bones are not aligned with the mesh in Pose mode, they are not aligned in Rest pose either. You need to realign them in Edit mode:


0

Select the gun, press Alt P (Clear parent and keep transformation). Select the mesh, go to its armature modifier and apply it. If the character has different pieces repeat for all objects. Select the armature and press Ctrl A Apply pose as rest pose. Add to the mesh (or meshes) an armature modifier pointing at the rig. Re-establish the parentship between Gun ...


0

I have the same problem using on my character's hair sinking or moving out of position. Did't work out when I try changing the parent's bone. I solved it by turning Amplitude Rotation to 0, 10 will make it sink. Hope this will help.


1

In the Pose Options panel, disable the Affect Only Locations option:


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