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3

You can use a Vertex Weight Mix modifier. Say you have Vertex Group A : And B : In order to subtract B from A, add a Vertex Weight Mix set to Subtract and to effect only group A. Result when viewing the A Group after adding the modifier :


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You need to select an IK target (can be moved without stretch), while you appeared to select an FK target (should only be Rotated, can stretch the character if Moved). You can disable FK or Stretch Layers to avoid these when doing IK manipulation.


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With less Python than the other answer: From the Armature's Edit Mode, select the bones you'd like to copy to the other side. Run "Armature" > "Symmetrize". This will copy all the bone settings, including constraints— But it will not always replace the constraints' targets with the mirrored equivalents. Open a Python Console UI area....


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What's apparent in your image is deformation that differs between the talon and the toe. The reason for this is that the margin of the talon has different weights than the margin of the toe. If the vertices have the same weights, they will move together. This is probably due to using automatic weights on a mesh with non-manifold boundaries-- ie, multiple ...


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Link to your fixed blend file There were a lot of minor problems here that I have fixed for you, such as turning on rotation in the Ik Parameters to allow for greater control and easier animating of the flytrap. I also noticed that due to the weight painting on the stalk, when fully extended there were weird creases created. Rebaking the weight paints fixed ...


1

Here is a 'robot' that has a chest, waist, and mid section. It's fairly simple, but it does for exposition: I'll explain the loop cuts in the middle section below. The top cube serves as the 'chest. The middle cube as the 'mid section' and the bottom cube as the 'waist'. I added an armature. It's very simple and the parent hierarchy is also simple. The ...


1

To answer my own question...when selecting the parent instead of "With Empty Groups" or "With Automatic Weights", Set Parent To "Object (Keep Transform)". Then in Pose Mode under the Bone Properties (little green bone) at the top you can see what the new bones are called. When weight painting you'll just have to add your own ...


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If there is an orange bar between two keyframes, this means that nothing changes between those keyframes. That's why you cannot see an animation because you animated "nothing" because both values for different times(keyframes) are the same. If you want to keyframe the offset, you do this by hovering with the mouse over the offset value and press &...


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This was done without bones and only 1 (track-to) constraint for each rocker-arm push-rod. (Blend file below) It's only necessary to build and animate one rocker assembly to begin with and that's described below... The method used to move the valve and only on contact with the rocker-arm is firstly to set the valve's origin point to it's very top center ...


1

Okay, thank you Blunder for pointing me in the right direction. The issue is I added the lips and what-not AFTER I did the original parenting of armature to mesh. I assumed (incorrectly) that generating rig would reparent. It did not. Reapplying the rig using rigafy did not, as I thought, recreate the parenting. I needed to do both. I will figure out the ...


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You can hover on the IK_FK slider > right mouse button > copy as new driver. Then select a bone of the IK controllers, go to the outliner, enable the visibility icon (screen shape), press dot in the numpad to highlight the selected bone, right click on the visibility icon and choose paste driver. Repeat for the other IK bones. Then, for the FK bones ...


1

I ended up doing the following: for pose_bone in context.object.pose.bones: # We'll translate from bone coords to avatar coords # using the matrix_local matrix in the actual bone # (not the pose bone) which contains the rest pose matrix # From matrix_local we'll extract the rotation rot = ...


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Not sure what you need. Try this for rotation between local space and world space for pbone in context.object.pose.bones: # This is the transform from bone local space to world space world = context.object.matrix_world @ pbone.matrix # If there are non-uniform scalings or shears in `world`, this won't work... _loc, rot, _scale = world....


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Open a "text editor" window, select a file that should already exist from the dropdown menu (rig_ui.py) and press the triangle play button, tu run the script. This procedure recreates the Rigify layer ui menu in the N panel, if for some reason it hasn't been created. This can happen if the "Auto run Python scripts" preference is disabled, ...


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It's still there. Make sure you have "rigify" Add-on ON, add the meta-rig (Add > Armature) and then you need to generate the rig. For more info about rigify here


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This rigging seems messy, probably because it comes from a game that has its own system, so it would take too long to fix it all, but a quick fix for the hat for example: Go in Edit mode, select all the vertices, go in the Properties panel > Object Data > Vertex Groups, change the name of Root to Root.001, which is the name of the bone that is supposed ...


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You need to : Go in Edit mode, some normals are flipped, recalculate them Add some edge loops so that your armature is able to bend the object: Reparent With Automatic Weight Bring some corrections in Weight Paint mode


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