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What you are actually animating on object level is object's Origin (orange dot) loc, rot, etc. Joining objects into a single one gives you only one origin for all parts to store animation. So there is not a way to keep other actions when joined. For some kind of animation you can use Shape Keys. They can store vertices location, but issue with them is ...


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Using a rig is the best way, expecially for exporting to Unity. It lets you also join all the meshes into one and still be able to control each part individually with a serie of separate actions. This kinds of rigs are very simple, just create in edit mode a bone for every piece, orient them in the same way as Unity's world coordinates for easier editing. ...


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Ok. This was easy! import bpy namelist = [ ("Bone"), ("Bone.001"), ("Bone.002"), ("Bone.003") ] for name123 in namelist: RIG = bpy.data.objects['Armature'] RIG.data.edit_bones.new(('RemRoll_') + name123) RIG.data.edit_bones[('RemRoll_') + name123].head = RIG.data.edit_bones.get(name123).head RIG....


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If I get you correctly, sure. You just add another bone: In your particular case, you would: Duplicate bone 3 and delete any constraints from this duplicate. Parent this duplicate to bone 3. Disable deform on bone 3, and rename any vertex groups on the mesh to follow the duplicate instead ("3.001" likely.) That way, bone 3 still takes place in ...


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It's probably not the best solution. so I used 3 armatures -first we need to uncheck lock object mode so we can select our bones from different armatures -then parent two control points to the main one -then using object constraint not bone one copy reversed location of other control point bone from other object and set offset to true so we can have some ...


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Does this work for adding bones along the chain such as adding a new spine bone or can you only add to the end of the chain such as adding fingers at the end of an arm? What makes bones into a chain is parenting. So you can make a bone and then change the parenting of other bones so that, now, that new bone is sandwiched in. An alternative is to use the ...


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close observation shows that your flaps control surface all are rigged and are parented to the box empty and it moves along with the rig and what you want is that the engine parts that you have made in another blend file that was imported to the current blend file needs to also follow along with the body . well parenting dosent hold good for these things ...


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If you study the bones of a hand, you'll see that what we think of as the palm is really just the base of all the fingers connecting almost directly to the wrist. These bones should follow a similar structure. I have literally just finished sorting out the hands in an auto-rig and this is what I had to do. This is in the step before you bind the rig. In Edit ...


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This problem can be solved by tweaking the primary and secondary bone axis in the armature tab when importing. (In case of a .fbx)


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Thank you! The problem seemed to be I had removed the edges to reduce polygon count. I rigged my older model and the problem wasn't there.


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If components are only moving half with certain bones, that means they are part of a different vertex group that is connected to another bone, and blender is averaging out between them. This is very useful to make elbow skin bend gently and not sharp, but it seems as if the whole mesh is assigned to the vertex group of one bone as well as the parts being ...


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This was due to conflicting vertex groups in the ARP exporter. To fix it, I removed vertex groups that didn't match the secondary controller mode for ARP (which were added in a different bind session set to "none"). In my case, I needed to remove the following groups because my current bind is set to "twist:" -arm_stretch -forearm_stretch ...


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This procedure assign a direct parenting of an entire object (the whole leg) to a bone, so the behaviour is what is expected. You should choose "with automatic weights" option instead, so that every vertex of the leg gets a weighted binding relatively to its closer deforming bones.


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Add a bezier curve, select a sphere, shift select the curve, go to edit mode, select one control point and press Ctrl H (Hook to selected object). Repeat for the other control point and the second sphere. With geometry property Bevel, you can set the diameter of the link.


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The main issue here is that you have several armatures, each with only 1 bone. But what you want is only 1 armature with several bones. You can join the armatures with Ctrl+J. But you need to do some clean-up first. Most of your objects have a Mirror modifier. I would apply them and make a full rig with mirrored bones. If you want to keep the Mirror ...


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Even though this thread is old and I'm using a newer version of Blender (2.91) I'm going to answer this question, because I just finally discovered the answer myself after searching for posts like this and never quite finding the right solution. This will probably mainly be of use to people suffering this issue now. After rigging my character using Rigify, I ...


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Given the information, I would say that either the mesh is missing an armature modifier to deform it, or the vertex group names do not match the bone names. There are other possibilities, but those two seem to be the most likely. Other: The armature deform modifier is hidden, or is set to envelopes instead of vertex groups. The weight painting is incorrect.


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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 ...


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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 ...


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So I was able to find the answer for my problem: I parented the chest_collision object to the armature with empty weights instead of parenting it to a bone. Moving the armature would move the collision object like I wanted but the collision seems to be calculated based on the object's origin. Sure enough, going into edit mode reveals it at the location of ...


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After a few days I have managed to fix it. If anyone comes across the same issue I believe my answer should help. Again following the tutorial by Max Berends at https://www.youtube.com/watch?v=t1GmLAVeySY You must have your tracking empty exactly on the pivot point between the lower pump section and the connecting arm. I recommend using: Object>SetOrigin&...


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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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Found it! In the N panel > Active Tool and Workspace settings tab > Options header > Transform > Affect Only so I accidently checked "Locations", and they're suggesting to uncheck all (Origins; Locations; Parents).


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your end frame is at 113 so Blender will not autokey your animation over this end frame. If you raise this to ...e.g. 1000 you can auto - keyframe a bit more time.


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Envelope distance can be set in the properties panel, selecting bone options in pose mode. If you select more than one bone, you can enter a new distance value and keep pressed Alt key before using Enter to validate the new value, so to assign the new value to all selected bones. Anyway using bone envelope is just one of the binding methods, the most common ...


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In edit mode you can select a vertex, in the "N" properties panel you will be able to read its weight values in the "vertex weights" tab. If more than one vertex is selected you can copy the values of the active (last selected) vertex to the others. When I use Rigify face rig, I generally add a correction shape key in order to flatten the ...


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A mixamo animation, in order to work, has to share the same exact names between its channels and the bones of your rig. In order to work well as expected the rotation rest pose of your rig should be the same as the rotation rest pose of the original Mixamo rig. If this is not the case you have to perform a "retargeting", which is too complex to ...


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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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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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As Nathan said, it's better to have a single armature, which will be the main animation tool (avoid mixing bones animation with object animation). Check if all bones of the four legs have unique names (rename them if necessary), then select all four armatures and press Ctrl J to join them into one. Then create in edit mode a new "center" bone, ...


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As I can see in your screenshot, all location, rotation and scale channels of your SHP-Root are locked. Unlock them clicking on their lock icon on the "N" properties panel. Changing version of Blender doesn't matter at all.


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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 ...


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If the approximation isn't a problem, you can make your valve bone copy the loc of the target in world space (both), and THEN limit it's local location on X and Z local axis, so it will move only on its Y axis and it will work in any situation and rotation. In my example all three little bones are child of the main bigger bone and the target bone has a copy ...


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The way you rigged it is right. What you have to do is first select each opening and go into edit mode. now select any vertex from the back of the opening from where you want to rotate the thing. NOW press Shift+S and select cursor to selected. Exit edit mode and right click and go to set origin->origin to 3d Cursor. Now,rotating the thing makes it rotate ...


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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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I faced similar issue once, but It turns out that my position rotation and scale parameters in the Item Transform property panel was locked. U can try unlocking it. But since this is an animation, I would advice checking your scale in each keyframe to make sure that its not changing.


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Decreased the solver iterations from 100 to 50. Eliminated the issue.


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I would love to see a tutorial on this. I get the overall concept, but would think seeing an example would make it clearer.


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You have to unlock your controller bone loc channels.


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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 ...


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Object.convert_space There is a convenience method available on objects to help convert spaces. For pose bones, can pass the pose bone, its pose matrix pb.matrix and convert it from 'POSE' space to world. Little example script, to run in 'OBJECT' mode, only because it is placing empties using calculated world matrix. The add empty operator requires 'OBJECT' ...


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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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The IK goal is to manage a chain of bones and bend them from point A to point B with an orientation towards point C. Here you have just one bone, you should use a damped track constraint instead, which has the simple role of pointing a bone towards another and seem to be what you need. Then, before the damping track, you can add a Child of with only Z ...


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Probably,your entire mesh is parented to the main armature. Scaling the armature deforms the object. The best solution I found in that case is by creating a new empty and parenting the main armature to the empty. Now,scaling the empty scales the model without deformation. Otherwise,try parenting every single mesh to that empty and scale the empty.


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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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Your link is now dead for me, but it sounds like you want to adjust the rest-pose roll of your bones. The best way to do this for multiple bones at once is to use the recalculate roll operation (ctrl n in edit mode for me), which can work on any number of bones at once. You'll see a number of options to set these to attempt to align to global axes, or to ...


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Ctrl + R with all bones you want rotate selected.


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