New answers tagged rigging
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Is there any help with the deforming weight error rig?
The parenting with Automatic Weights didn't work correctly because your faces were inverted (image), to fix that go in Edit mode, select all and recalculate the normals (ShiftN):
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Need an advice to rig a spaceship with mechanicals part
Initial setup
First let's make a simple bone setup: a root bone, parent of a wheel bone, parent of a crank bone.
Note how I oriented the bones with +Z upwards and +Y on whatever their main rotation ...
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keep foots on the ground
Add a foot bone even if there is no foot, make sure it's not child of the leg (it can be child of the hips or, better, child of a root bone).
Uncheck its "Deform" option in the bone ...
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Arm twists too much even with twist bones
The topology is pretty bad, you should retopologize, that said the problem comes from bad weight, for example you have enable the Deform option of this bone when it should be deactivated:
On the ...
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Rigging the eyes
As the eye is not spherical, it will get out of eyesocket when rotating.
The solution is to start with a spherical eye and add a machinary bone (MCH in my example) wich is parent of the deforming eye ...
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Rigging the eyes
Without downloading the blend file, but having encountered similar issues, I have a suggestion.
make sure your eyes are completely detached from all other parts of the mesh
place the root of a bone ...
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Bone rotates strangely when using basic human rig
This is likely bad rotation interpolation caused by gimbal lock. You can alleviate the issue by running an euler filter on the rotation curves, from the graph editor, in the curves menu. If it doesn't ...
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Exporting both .blend and .fbx file from Blender to Unity creates unexpected results
I tried baking the animation as I mentioned and then exporting with options as I would do all the time, and importing that back to Blender I notice the armature and its animation have no problem ...
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Rigging a pupil as a separate mesh
Maybe first remove the shapekeys of the eye, align the mesh with the world XYZ and put the origin at the center:
Give a Shrinkwrap constraint (not modifier) to the eye with the eye as Target, ...
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Rigging character with eye
What I think might be the problem is that you did not add weight to the eyes. I will suggest you do the following:
Select the eyes, select the bone to control the eyes ...
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How can I get my "limit rotation" bone constrains to work WITH the rest of my armature instead of against it?
It's because your constraint is in 'World Space' and not in 'Local Space'.
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How to make a cube which can stretch upwards and compress down?
You could use two different Shape Keys. One to bring down the upper surface and scale it up on x and y. The other to rise the top and make it thinner.
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How to make a cube which can stretch upwards and compress down?
With a Bevel modifier:
Use a simple cube, create 3 shapekeys, one for each shape, give a Bevel and a Subdivision Surface modifier to your object, set the bevel Segments to 3, keyframe the Amount, 0.5 ...
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Issue with weight painting and rig
Maybe join the collar to the dress, then in Edit mode move up the edge and collar like that:
Remove all these vertices from all groups:
Paint the weight of each bone in Weight Paint mode:
change ...
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Rigging a robotic arm with IK Armature and a always pointing down bone
What you need is an IK controller directly connected to "Arm 2", because you actually don't want the "Point down" bone to be controlled by the IK - it should only be connected to &...
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Inverse Kinematics leg/arm rig bending the wrong way
In Edit Mode move the ball between the upper and lower leg bone a little more to the direction you want it to bend to.
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issues joining / control two armatures with one mesh - Joining mixamo rig & universal human rig
You need to export the mesh with the armature only as an FBX. Delete any other meshes like eyelashes or eyeballs or teeth, etc cause Mixamo won't know how to rig those and give an error. When you ...
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Rigify Error: Bone 'upper_arm.L': Input to rig type must be a chain of at least 3 bones
The bone which is preventing the generation is the thumb one, named forearm.001, which has to be separated from the arm chain (Edit mode, select it, Alt P > Disconnect bone).
There are many others ...
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How to create advanced slider controller (like Maya's)?
You should be able to do this using Bone constraints.
The slider controller in that case would probably be a target bone or an empty. The Bone constraints only show up in pose mode of the rig and you ...
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Rigify Incorrect armature for type 'base_generate'
My problem was the same as everyone else online: I had accidentally changed the rigify type of one of my bones (foot.R in my case).
For the bug, line 501 of base_generate.py is
...
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locked track constraint *with offset* on mechanical rig
I generally use IK for this kind of rigs.
In my example Aim Bone has a IK constraint targeting at Target, chain lenght 3.
Target is unparented to any of the chain bones.
The rest of the chain is ...
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Hair won't follow rig (Blender 2.9)
You have these hair curves and your scalp, your scalp follows as it should but the hair is stubbornly stuck in place?
In the Outliner, select the curves (specifically, and in Object Mode) under the ...
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Error With Mirroring and Weight Paint
Put the Mirror modifier above the Armature modifier (or apply it).
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I have a few questions about animal fur in blender as well as rigging said character
Topic is quite long, I try to address you in some basics:
There are more than two options actually: mains are meshes, particle system and geometry nodes (curves that get scattered, combed and ...
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Best set up for rigging a linked mechanism
The correct setup for this kind of movements is to use IK in this way:
IK target is child of Rotor.
IK2 has the IK constraint, targeting IK Target, with chain lenght = 2.
Make sure that Rotor is ...
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Transfer weights to selected area only
You can select the vertices of the destination mesh, assign them to a vertex group named "Limit Influence", then add a Data Transfer modifier, targeting the source mesh and using the limit ...
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Parts of model do not deform when joined to the properly deforming base
Separate the armor with AltP, select the undersuit, shift select the armor, switch to Weight Paint mode, go into Weights > Transfer Weights, in the pop-up panel choose Source Layers Selection > ...
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Help with Animating a Leech-like Creature on a Parent Character’s Deforming Surface
In my example I go in cylinder edit mode, select 3 appropriate vertices, press Shift S > Selection to cursor.
In obj Mode create an empty, shift select the cylinder, press Ctrl P > Vertex ...
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How can I make an already rigged model be controlled by newly added bones?
A bone controls some vertices of the mesh if theese conditions are set:
The mesh has an Armature modifier, targeting the Armature that contains the bone.
The vertices are part of a vertex group ...
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Issues with Exporting Rigged Animation from Blender to Cinema 4D
I found that I was due to render icon that I didn't checked
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Rigging is going out of shape on setup
You have reversed the target and the pole target bones, bone 1 should be the pole target, bone 2 should be the target. As soon as you switch to Pose mode, the IK bone will stick to the target, that's ...
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All strips are greyed out
The issue was the theme I was using (I use maya theme just because I like the gradient falloff in the viewport background). One I switched it back to Blender Dark (the default theme) the issue was ...
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IK bone flips suddenly during movement
I think your setup is a bit complicated and could be simplified, that said the main problem is that you haven't bent the bone chain so Blender doesn't know how to bend it when animated, just bend a ...
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Bend paper maintaning proportions / rig constraints
Edit: Not sure it anwsers your question. A little bit tedious but you could parent the mesh this way, each bone controlling the 2 adjacent vertices:
Once animated:
File:
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Generated rig controls are twisted
Metarig is supposed to face you during front view, so that X axis is Left-Right.
To solve rotate 90 degrees on Z axis both Metarig and character, Apply the rotations (Ctrl A), then re-generate the rig....
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How can I animate one object being the child of two bones?
You can add to a bone an armature bone constraint, adding more than one target bone and animating its weight (influence).
It's better not to use more than one child of constraint.
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Is this rig improperly connected to its attached model or is this normal?
Saying there are two armatures or even "sub" armatures is a recipe for unnecessary confusion 🙃
These are not different armatures, it's just two sets of bones that you interact with ...
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Related Tags
rigging × 5547animation × 1442
armature × 1393
bones × 1281
weight-painting × 557
mesh × 549
rigify × 471
modeling × 470
constraints × 324
inverse-kinematics × 257
pose-mode × 250
parent × 195
python × 140
vertex-groups × 119
drivers × 112
export × 109
vertex-weights × 109
unity × 100
objects × 98
transforms × 96
shape-keys × 93
modifiers × 92
scripting × 85
keyframes × 69
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