4
votes
Glove won't move with additional bones
You can use Chris' solution, but if you want to keep the previous rigging and only parent the new bones you can: Select the armature, shift select the glove, switch to Weight Paint mode, select the ...
4
votes
Accepted
Glove won't move with additional bones
in object mode: Select your mesh, shift select your armature, change to pose mode, select all these bones:
press ctrl-p -> with automatic weights -> now you can move them:
3
votes
Accepted
Why are my bones deforming incorrectly?
The meshes don't deform how you expect because their weights aren't right.
The better question is, why aren't their weights right?
Because you autoweighted meshes with backwards normals:
When they ...
2
votes
Crossbow rig doesn't bend properly
Here is a straightforward way to accomplish your goal. I've described the approach but you'll have to tweak the constraints and driver to match your desired movement:
In this example, the 4 bones in ...
2
votes
Accepted
Object in my Characer Rig is not getting animated during render
https://imgur.com/a/loaahkW
Please Enable the render button on the modifier.
This will fix your problem.
🥱💤
The little x in the button means .. do not use during render. When enabled it will be ...
2
votes
Accepted
Bones not flipping correctly on Symmetrize
The symmetry will happen on X, so you need to rotate your armature 90° on Z in Edit mode before the symmetry
2
votes
Accepted
Base mesh protrudes through armor
Simply correct it in Weight Paint mode (select the Blend > Subtract mode):
2
votes
Accepted
Rigging a character made of multiple objects
Is working like this and constantly fighting against Blender's built-in workflow a good idea?
No, it's not.
There are times when it seems like a mirror modifier won't cut it. I've run into a few ...
2
votes
Accepted
rigging in combination with GN
So we have an IK structure, with a cube, but that structure only responds to transformation of the cube-- moving it in object mode-- while our GN modifiers are instead deforming the cube-- moving the ...
1
vote
rigging in combination with GN
Watch the origin of the cube when you change transform node translation values: It doesn't move. But IK uses the origin of the object, not the position of the mesh, so you would need a geometry node ...
1
vote
How to apply scaling to all keyframes?
With graph editor
Open graph editor:
Hide everything except scale using eye icons:
Move all points up to scale the object:
Alternative way
If the scale is not animated, you can do this easier.
In ...
1
vote
Crossbow rig doesn't bend properly
i think it is quite easy with this:
first do a "normal" rig like this:
then add a nurbspath like this:
select this endpoint in edit mode, press CTRL-H -> hook to new object
same to ...
1
vote
Crossbow rig doesn't bend properly
It's tempting to suggest a Simple Deform > Bend modifier:
(Origin at geometry: object currently aligned to World: about Z)
1
vote
EDITED: Is there a better rig for splitting/spreading bones?
This is my solution.
Only IK is used. To hold the last joint from rotation, follow rotation is enabled in IK solver:
The bone with IK has IK stretch:
All that left to do is to add a bone with copy ...
1
vote
Accepted
Is it possible to drive a procedural texture eye from a shape key?
You can drive almost anything you want (including a shader's value node) from almost anything you want (including a shapekey's current value):
Here, I'm using the shapekey's value to drive a value ...
1
vote
Mixed axes in Pose Mode and Graph Editor
The section of this question after "P.S." is your answer, unfortunately. You cannot 'turn off' local axes to the best of my knowledge, as this is a fundamental function of how 3D objects ...
1
vote
Pose Mode Becomes Laggy When Attaching Weapon "Bone" to Arm Rig
Thanks to @TheLabCat for the appropriate answer, the issue was that my sword had a certified blizzard of vertices! Reducing the poly count on the sword will likely fix the issue. I reduced my sword ...
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