Once I weight paint again I can get rid of what you show in your video so I think it's all a quetion of good weight painting.
See the bones that are on this bone layer, they are the ones that deform your mesh:
Select your armature, shift select the mesh, switch to Weight Paint mode, then select one bone after the other and look at their influence on the ...
If you've the possibility to place the button close to (or just on) a mesh vertex, you can report the bones influences of this vertex to the button.
Here is a magnificent example with a very beautiful dress and no less beautiful buttons:
To do that, once your dress is rigged (and again the button can be placed where a dress vertex is), select the button ...
I think that you should be able to make use of 'empty weights' and mesh data transfer to copy the weights from your weight painted body to the separate clothes.
I came across this useful answer that should hopefully be of use to you : https://stackoverflow.com/questions/34719718/transferring-rig-weights-from-one-mesh-to-another-in-blender-2-76/34760742#...
In order for the IK constraint to know that the knee is supposed to bend (even with a pole target), it needs to start slightly bent. In edit mode, move the kneecap slightly forward.
Once you've done this, the knee should bend correctly.
Note that if the IK target FootIK is further away from the hip than the ankle is, the leg will be fully extended and the ...
It looks like parenting high-poly meshes fails, I don't know why, but if you merge by distance with a value of 0.0005 it won't be noticeable and it will parent correctly (and anyway you should work with a much less polygon version)
Bone.008 does not respect naming conventions for mirroring:
Names on right part should finish with ".R" or ".Right" (for instance) to be recognized when parenting to bones.
In more details, the documentation:
Examples of valid separators:
(nothing): handLeft –> handRight
“_” (underscore): hand_L –> hand_R
“.” (dot): hand.l –> ...
I'm not sure though why that happened. But you can join the sleeve and stitches with ctrl+J in object mode if they are sperate object. Or select every thing, go to edit mode and search for (merge by distace) option (F3). And apply it. It will join the vertices which almost share the same place.
Remember after doing this you have re assign the weight.
Go to Pose Mode and select all bones of your character's rig.
Select Pose->Animation->Bake Action like below:
then select Only Selected Bones + Visual Keying + Clear Constrains + Overwrite Current Action
You've parented the the ribs to the armature, so accidentally the arm acts on the ribs and you need to correct that:
Select the arm to know its name:
Select the ribs, go in the Properties panel > Object Data > Vertex Groups, find the vertex groups that has the same name, click on Remove:
The lower arm influences the ribs as well so do the same. You ...
This character is quite complex, and requires a lot of work to get rigged, because it's maden of lots of spare parts and intersecting geometry. Some geometry requires to be organically deformed, while some others parts are supposed to be rigid, so it's impossible to obtain a good result with automatic weights, even if you get it to work without bone heat ...
How to align bones' orientation to reference bone's one.
Using custom orientation
Select Transform Pivot Point > Active Element,
Select a reference bone,
Make a custom orientation for the bone (Transfer Orientation > +icon),
Select other bones and activate the reference bone then
Press S shift+Y 0 Enter keys.
How to align bones' roll values to ...
Use script below for your special bone. it excludes vertices of this special group from other groups (just enter name of your group instead of elbow_group):
bone_name = 'elbow_group'
vert_group = bpy.context.object.vertex_groups[bone_name]
excluding_verts = 
for i,v in enumerate(bpy.context.object.data.vertices):
for vg in v.groups:
I would try selecting all the vertex points you want to represent the right hand, and then press Ctrl + i to invert the selection to the rest of the mesh, and press Remove to remove them from the right-hand vertex group, while the right-hand vertex group is selected and highlighted of course.
The right hand is correctly rigged, the problem is that the upper arm bone has influence on the lower arm when it should actually not:
So set your brush correctly in order to subtract and paint through:
Paint and it works:
A rigging method without physics
To simplify this report, consider only two-dimensional space.
It is also assumed that the lower lever has a smooth convex curve and the upper lever is a straight line on the side where the two levers touch. With this assumption, rigging with Armature was able to solve the problem.
First, for simplicity, coincides the ...
Select your armature in Object mode, as you can see it has been scaled and therefore it stretches your mesh as soon as you move bones, so just apply the scale with a CtrlA and it will work fine.
As for your hair rigging, your hair is controlled by bones that are not supposed to control it, you need to assign it to the head vertex group:
Go in Edit mode, ...
Something like this:
but on a full body scale?
You're in for a world of pain....
I'd say you're mad, but that's exactly what I'm working on!
Still, you really should get a mesh to work 100% WITHOUT any muscles first - not just to get the hang of it but because if it doesn't work on its own, no amount of extras will fix it.
You'll have to first sculpt and ...
You need to select the bones called Bone.033.L and Bone.033.R and enable their Deform option (or assign these parts to the feet bones):
Actually you must have enabled the Deform option when you've parented, then you must have disabled it, it would have been better not to enable in the first place so that it was not taken into account during the parenting, ...
This might be similar to what you're looking for; it uses the mesh deform modifier. I was having the same problem as you for a while.
Here's a video that helped: https://www.youtube.com/watch?v=AYzR4jY8wi4
Here's a little in-depth tutorial:
Grab your body (not the mesh deform) and create a Vertex Group and weight paint just the hands and feet (and maybe the ...
Your LowerLeg.R IK Pole Angle is bad, it should be 0:
Also, move the knees a bit forwards so that Blender knows in what direction they are supposed to bend:
When you'll have done that you'll need to redo the poses.
It looks like it would probably be the last bone in the chain coming up from the chin. It looks like that bone ends in the middle of the mouth which would make the automatic weights consider the mouth to be part of the chin and the face would just look elongated when rotating the jaw.
I highly recommend you to learn weight painting though since an issue like ...
You should be able to setup the armature in Mixiamo. Make sure your character is in a standard pose with both arms extended. Mixamo has problems with characters with short arms and legs. It works best with standard humanoid looking character because it's easier to identify the difference between the different joints. Once you've setup the armature you can ...
A small update to this for blender 2.8. When duplicating with ⇧ ShiftD, check the bottom left for options and you should see a toggle for "Flip Names" and this will actually flip all the bones for you on the axis and link them as if you used ⇧ ShiftE to mirror extrude them.
Also when parenting meshes to the rig, you probably want to check the "...
To me this looks like a missing vertex group or "empty weightpaint".
You should check your vertex group "Lower Leg.L" (I'm assuming this is also the bone which is moving your left leg?)
Select your model and go in Edit Mode.
Select your vertex group responsible moving the left leg. In your case it might be "Lower Leg.L".
To understand your problem, let we simplify: suppose that rotating the left arm from T pose to A pose is happening with a 45 degrees rot on X axis arm bone; 90 degrees will take the arm vertical, along the body. If the animation data store a value of 90 starting from a T pose, the same animation data will take the arm inside the body if applied to an A pose ...
In Pose mode, there's an option to add Bone Constraints (Below the Bone Context).
Select Add Bone Constraint - Copy Rotation, and select the corresponding bone in the other rig as Target.
"Corresponding" is a bit arbitrary, since for example, the cowboy rig doesn't have hip bones. So you will need to play around a bit with the options available, ...
Thanks to @leander for this: The way to do this is to first select the object whose bone influences you are looking to modify. You can then go into edit mode and into the object data properties.
From there you can see a list of the bones affecting the object and by clicking on each one you get to see what vertices it has an influence on (the vertex groups of ...
The first reference picture looks like some vertices have no vertex groups (weightpaint) assigned.
You can fix it by selecting the responsible vertex group in the Properties Tab -> Object Data Properties (the green triangle icon), switch to Weightpaint Mode and use some blur brush on those lacking parts.
This helped me a lot so far.
You can complete the code from the indicated answer by the following:
Keep bone names as they are created.
Loop over these names to create vertex groups and assign the corresponding vertex.
Parent the object to the rig and add the armature modifier.
names =  #Will keep bone names
for i, l in enumerate(zip(points, normals)):
I would personally merge all the character's part to make one object, it would make things easier in my opinion. But first select the armature, display the layer with the deforming bones:
Then shift select the mesh and check the bones, you can see that some have influence when they should not:
Select these parts in Edit mode, in the Properties panel > ...
The one you need is the Transformation constraint. It allows you to map values from one transformation type (location, rotation or scale) of a bone to a transformation type of the target bone. This mapping can also switch X/Y/Z channels around and set appropriate limits and ranges.
If your case you would want to map the vertical location of the pan bone (in ...
The same things occurred to me. I used Blender 2.90. What worked for me: delete the problematic bone. Select Spine 3 and 5 (the spheres at the end of missing spine 4) and click F. Rename the bone to Spine 4. Save, go back to object mode, and try rigifying again. It should work now. Cheers.
You can add a "stretch to" constraint to the bone:
Bone.002 has a constraint on the armature that makes it stretch to Bone.001.
The head/tail ratio is 0.5, so it is at the middle.
Original length is the length of Bone.002 when in rest position (edit mode length).
If you want Bone.002 point to without stretching, use a track to constraint instead (...
The problem is that the normals of your mesh are flipped so it gives bad parening:
To fix it, select your mesh, select all in Edit mode and AltN > Recalculate Outside. Then reparent to the armature With Automatic Weight. It should work much better. If you need to make some corrections, display the good layer, i.e. the one with the bones that are supposed ...
It looks like your ears are very dense and make the parenting fail, so you should simplify them. More genarally your whole mesh is way too dense, especially ears, eyes and hands. You should avoid that, high-poly meshes make any edit and animation very tedious, and if you use a Subdivision Surface modifier it makes it even more useless. So rework your mesh ...