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Cancel transforms, doesn't cancel bone pose

My IK target had the wrist as parent. Thus creating a dependency loop! Thank you @Nathan.
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How to make Shoe move w/ Human Model?

Both solutions are ok: you can either separate the shoe or join it to the rest of the body. If you choose to separate, first delete the Armature modifier if it ever exists, then keep the shoe selected ...
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Mesh not following rig

You aren't supposed to parent the armature to the mesh, but rather the other way 'round: The armature is supposed to be the parent. When you parent the mesh to the armature, you will see an option to ...
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Mesh not following rig

Choose Automatic Weights when you parent the mesh to the armature. This puts some default weights in the vertex group for each bone. You can tweak the default weights by weight painting in Weight ...
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Armature rig with mirrored object without applying mirror modifier

There are 2 rigging options for objects like robots, machines, manufactured objects, etc: Either you merge all the objects into one and parent with the With Empty Groups option (and later assign the ...
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1 vote
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How to merge multiple distinct FBX files into one?

I'm not 100% sure of what you are trying to achieve. However, I'm going to assume you mean you want to import the FBX files, and have all the animations in your blend file with just one character. >...
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5 votes

Is there a better way to rig this sphere? Automatic weights doesn't do what I want, and trying to fix it in weight painting doesn't fix it

You're doing 2 conceptual errors: 1 Setting a weight of 1.0 it's not enough to get a vertex stuck on its bone, because the vertex shift is always calculated in relation with all the assigned weights, ...
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1 vote

A way to replace a set of bones (with mesh) with another set of bones with animation

As far as I know combining a mesh and bones doesn't work with ctrl + j. You have to do this with ctrl + p and select "with automatic weights".
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1 vote
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Merging fbx animations of the same model

Exporting glTF animations are briefly covered in this section of the Blender Manual. When you have multiple different animations to store in a single glTF, they can be encoded separately using the &...
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0 votes

New user, rig will not attach to mesh

Is the mesh your trying to use Automatic Weights is made of triangles or quads? Usually, when trying to use automatic weights on a triangle mesh doesn't work. You will have to manually do paint ...
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Why are my NLA editor clips grey and inactive?

I have the answer to this problem now, so I will explain in detail below for anyone else who needs to know. Basically, it was a glitch caused when I created a new clip on a track above the other, but ...
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rain rig not rendering eyebrows

For anyone else who encounters this, I figured out why it does that after tinkering with it for so long. It has a Subdivision modifier and it previews it in real-time. Basically, if the mesh still has ...
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Ik go wrong in render animation, but fine in viewport and render image

I had the same issue and it's turned out to be a bug. I don't have IKs but I remapped the keyframes from 30fps to 24fps so CTRL+F12 renders the armature animation incorrect. I needed toon shading of ...
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2 votes
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Datatransfer is not working properly

Using the Data Transfer won't garantee that you won't see the other mesh through your mesh (as they have a different topology, they won't deform exactly the same way). What you can do is just correct ...
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1 vote

Why does copy rotation constraint invert after 180 degrees

Although this question was essentially answered a long time ago. There are few things I want to add. I encountered the same issue creating what is essentially Ramyans Haircopter. What I found out is ...
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Multiple shape keys triggering at the wrong time causing unwanted deformations

If two shapekeys don't look good when used in conjunction, then don't use them in conjunction. If you have a shapekey you'd like to turn off when another shapekey is being triggered, you can use a ...
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1 vote

I just can't rig the shoulder well

Your rest pose is a A pose, it would probably have been better to use a T pose, but you could create 2 shape keys, the first one being the basis, the second being the deformed: Keep the second ...
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1 vote

Bone/armature mirror option isn't working

Rename the bones with proper names as R_ or L_ as prefix then symmetry in armature works
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I want some Bones in my rig to stick to their relative position, so I can edit them better

It's difficult to accurately determine the meaning of your question, but the video helps. I think you mean that the mesh that looks like a link-knob -- near one end of the bone -- seems to distort ...
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what's wrong with my armature

Try to select bones in pose mode and press alt +S to clear scaling. If you have scaled bones in pose mode, it will affect on the mesh.
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0 votes
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How can I attach my own head to a mixamo 3D model

The head does not follow the body because it has no weights in the vertex groups. The weights tell Blender how much influence each bone has on the mesh. Since there are no weights, nothing happens. ...
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0 votes
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Do I have to generate a rigify rig to make animations for a game?

If animating using a rigify-generated rig is "a hassle", animating using the rigify meta-rig will be a bigger one, so I recommend that you learn how to effectively use the generated rig. ...
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Rigify error even though the only bones missing or modified are the face bones

In the Metarig Heel bone has to be child of the foot bone, in order to work. When in doubt, go to edit mode and add a Rigify sample of the part you're working on, parent it and snap it into position ...
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IK Stretch problem with character's feet: mesh distorts when the bone moves, despite IK Stretch = 0

"It distorts because DEF-foot.L (and .R) stretch to a bone that is copying transforms from toe_IK.L (or .R). The hand does not stretch at all. If you want the foot to behave like the hand, then ...
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0 votes

Why does this mesh change shape when rotated?

Just fixed it! All I had to do was set the eye's weights on the head vertex group to zero. I just had to make sure the eyes were parented to the eye bones and nothing else!
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  • 359
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Render not showing active changes in movement of object I've tried almost everything

You have to insert loc/rot/size keyframes for the bones before rendering or else they will revert to the last (keyframed) pose It's a bit of an annoyance/bug
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I can't select a bone on weight-paint

I know this question has been answered multiple times but it doesn't have the answer that worked for me probably because it's very simple and situational. the mesh you're trying to paint MUST have an ...
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Why is one part of my object not moving with my rigged bone?

maybe there is an easier way, but i did this: select your arm, go to edit mode -> mesh -> separate by loose parts, then you got: now select just the outer parts, M -> collection 3 select ...
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make a object animated for part of animation, and rigid body for another part of it

Animate your object with rigid body until one frame before the simulation should start. At that frame keyframe animated (on): one frame later keyframe animated (off): example:
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How do you have a parented object stay in one place while the parent moves

Is parenting it obligatory? There's an alternate option of parenting which is the constraint: child of. You can turn off location to make it so you can move the parent without moving the child, or use ...
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How do you have a parented object stay in one place while the parent moves

i would use a "child of" constraint for that. You can keyframe the influence (should be 1 until the sword is pushed in the ground) and 0 one frame after that. you can keyframe the objects ...
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1 vote

Bone heat weighting: failed to find a solution for one or more bones - no duplicate vertices

I think I fixed it although thanks everyone for your suggestions. I just scaled up everything and then applied scale - I had forgot to do this after scaling everything up before.
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-1 votes

What's the best way of character modeling with several layers of equipment?

I am not an expert, and this may not be an answer. Just sharing with what I am up to which is hopefully only steering towards optimization of project in my case just to be able to fit as much as I ...
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2 votes
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parts of my rigs neck fly away from the body when I move the upper section of the neck

You have parented theses pieces twice, once with a parent to > Bone, and the second time with the empty groups, that makes these piece move twice the distance they should move. You need to either ...
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3 votes
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Are there any methods to make rigs using just texture eyes on spheres or flat surfaces obj?

To add to Pons de Leon's answer, there's also the UV Project modifier, give it to your object and choose an empty as controller:
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  • 106k
4 votes

Are there any methods to make rigs using just texture eyes on spheres or flat surfaces obj?

Add an empty to the scene, select your plane, on the shader editor select your eye node, hit ctrl + T to get access to it's coordinate (to get access to this feature enable node wrangler add-on) or ...
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1 vote

How to rig a shirt with buttons so that the buttons follow the mesh of the shirt

If anyone is still looking up how to do this in 2022, like I did today, I should note that when I tried this the first time, it failed. My parent object is deformed by an armature. However, the child ...
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0 votes

Draw window and swap doesn' work

Rather than calling bpy.ops.wm.redraw_timer(), I think you want bpy.context.view_layer.update() If you're not running code from ...
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1 vote
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Bone Axes Mismatch

It's because you are in the Object Mode. It displays object orientation itself, not the bone's orientation. Change the mode to Pose Mode. Edit mode also shows object orientation, instead of bones ...
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1 vote
Accepted

problem with rig

To add to Chris' answer, instead of parenting with vertex groups, as your robot is made of separate parts, you could have parented each part to each bone: Select an object, shift select the armature, ...
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2 votes

problem with rig

you have to check your weight painting. Each part of your cute robot should only be parented to one bone, not to more. as you can see in my gif, you parented that part to upperleg_l and lowerleg_l. ...
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0 votes

Blender 2.9 How to use an Xbox joystick controller as an input to control an armature? (NOT GAME ENGINE)

I got this to work using the python package XInput. I made a Youtube video ( https://youtu.be/Ng7E10a1brc) showing the process, not sure if I can post that as an answer so here is the method I used: ...
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0 votes

Something wrong with hands armature orientation/offsets when retargeting animation

I just got rid of bvh import, got fbx from deepmotion then did all bones retargeting as I did before and achieve the exact thing I wanted. So, someone who is strangling with similar behavior and use ...
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1 vote

after making IK ,it causes some rotating for other bones

This is how pole target works. It rotates the whole system to reach the target. Take a look at rigging systems, Rigify for example. Pole target rotates all bones, as in your example: But each bone ...
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