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When I rotate the bone on its axis, part of my mesh scales instead of rotating properly

The vertices of the fan are part of several vertex groups, see for example for this one: Select all the blades and remove from all groups: Then assign to fan.L only:
moonboots's user avatar
  • 163k
0 votes
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Keep bone in IK chain always pointing down

the "Point Sideways" bone will always stay perpendicular to the "Point Down" Because this relationship won't change, we can treat the Point Sideways and Point Down elements as a ...
Nathan's user avatar
  • 24.9k
1 vote

Simple deform modifier making object thicker

For this particular use case, I found that if you make a chain of small bones then go to pose mode and change pivot to individual origins, then select all bones and rotate them to get the desired ...
Labeeb's user avatar
  • 21
3 votes

Eye rig not rotating properly

To add to Lauloque's answer, if you select the vertices of the eyes you'll see that they are assigned to several vertex groups while they should be only part of eye.L or eye.R: To fix that, remove ...
moonboots's user avatar
  • 163k
5 votes
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Eye rig not rotating properly

It looks like your bones are positioned away from your eyes instead of being in the eyes' center of mass. Bones act like parents. When you rotate a bone, the vertices assigned to that bone rotate ...
Lauloque's user avatar
  • 17k
1 vote

How to edit a bone with a local axis?

Using the Normal transform orientation works, but with caveats: When a children bone is connected to its parent, the connected joint shows the transform orientation of its parent bone, not the ...
Lauloque's user avatar
  • 17k
0 votes

How do I stop mmd tools from merging objects upon export?

You don't. .pmx (or .pmd, or .x) and .blend files are each capable of different things, and so support different features. In particular, there is no conception of "separate objects" in a ....
Nathan's user avatar
  • 24.9k
0 votes
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How do I rig a mesh without faces?

Blender does not have any functionality to use direct weight painting on meshes without faces. Nor can you effectively weight paint a mesh that is composed of geometry dynamically generated with ...
Nathan's user avatar
  • 24.9k
1 vote
Accepted

Mesh "glitches" at moments when moving rig

The bone causing the twitching is the first def bone of the tongue, which is a 5-segment bendy bone that gets roll-in and roll-out from its parent and child respectively. But its parent and child ...
Nathan's user avatar
  • 24.9k
0 votes

Rigging issue, novice

To fix the "Bone Heat Weighting: failed" error, select your mesh and go into Edit Mode. Press A to select all vertices/edges/faces, then go to top menu Mesh > Clean Up > Decimate ...
electric663hair's user avatar
2 votes
Accepted

How to apply rig properly so that the model moves with it?

Most of the times in these scenarios, the problem is either doubled vertices, or multiple overlapping/non-manifold meshes in the same object. Automatic Weights works best when objects like shoes, ...
Jakemoyo's user avatar
  • 5,312
0 votes

Inverse Kinematics Pole Target Issues

Bend the elbow a bit in Edit mode so that Blender knows how it is supposed to bend:
moonboots's user avatar
  • 163k
2 votes
Accepted

The rig is not parenting correctly

You have overlapping vertices, apply the scale and rotation of your armature and object, select the whole mesh in Edit mode and Merge by Distance (M) with a Merge DIstance of 0.005 and parent With ...
moonboots's user avatar
  • 163k
0 votes

Why do I get clipping after weight transfer?

You can use the Mask modifier to hide these faces (assign these vertices to a vertex group, select the vertex group in the Mask modifier and invert the selection).
moonboots's user avatar
  • 163k
1 vote
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Fixing the Rotational Origin of a Bone

Go to Object Data Properties (green triangle of vertices icon), Vertex groups section, and delete all vertex groups except the correct one. If the Edit mode rotation is ok, when in edit mode and with ...
josh sanfelici's user avatar
0 votes

Armature duplicates when I move rigged bones

You have overlapping faces, you can't fix it because the overlapping faces are part of the same mesh and the vertices don't overlap so you can't just do a simple merge by distance, also some faces are ...
moonboots's user avatar
  • 163k
2 votes
Accepted

Can't connect model with armature

200K vertices are too much for animating a character with ease: probably if you let your Mac run for a longer time it will be able to perform the parenting, but you will have problems of lagging ...
josh sanfelici's user avatar
1 vote

The head moves without the hair, eyes and hat

Select the hair, shift select the rig, go to pose mode, select the head bone, Ctrl P > Bone. Repeat for all others objects, choosing an appropriate bone (depending on how the rig is built). BTW the ...
josh sanfelici's user avatar
0 votes

Inverse kinematics not working as expected with a chain length greater than two with pole target

For such an arm, use only 2 bones but segment them (in Edit mode, go into the Bone panel > Bendy Bones > Segment):
moonboots's user avatar
  • 163k
1 vote
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Symmetrizing an armature not working

Orientate the character to facing the front view so it symmetrizes along the X axis and named the bones appropriately with a "L" for left or "R" for right depending on which side ...
It's Just Chris's user avatar
-2 votes

How to apply rig properly so that the model moves with it?

Maybe go to Object > Parent > With Automatic Weight
QuickLoyd's user avatar
1 vote

How to change proportions of a model after it's rigged?

Generally speaking, the procedure could be: use the rig to get the new proportions and pose (maybe scaling neck bone on Local Y axis, and adjusting Head bones if necessary). When the new pose is ok, ...
josh sanfelici's user avatar
1 vote

Rigging a medal that swings along a ring

You could try it with Cloth simulation. Here the big cube is the body, the triangle is the cloth, the small cube is the medal. Give a Collision simulation to the big cube, parent the triangle to the ...
moonboots's user avatar
  • 163k
3 votes

Why is the mesh getting messed up when I rotate the bone?

See the bones as being parents of your vertices, with a factor between 0 and 1 (it's what you see in weight paint mode). When you rotate a bone, it simply rotates the child vertices around it relative ...
Lauloque's user avatar
  • 17k
1 vote
Accepted

Rigify Chain failure, can't generate rig

Don't connect bones by Ctrl + P -> Connected. If Rigify asks to connect bones, it asks you to match the head and tail of the bones, which can be done by point snapping. A meta-rig is an assembly of ...
Crantisz's user avatar
  • 35.9k
1 vote

Blender Rigging Weightpaint Not Working

Rigging can be tough. Here are a few quick tips to help: Check Mesh: Ensure no overlapping vertices or disconnected parts. Recalculate Normals: In Edit Mode, select all A and press Shift+N. Automatic ...
Razi Haider Jaffery's user avatar
0 votes

Arm twist breaks during animation

It's a bug and has been fixed in 4.2. https://developer.blender.org/docs/release_notes/4.2/animation_rigging/#constraints The behavior of the “Limit Rotation” constraint has been modified to fix a ...
Sculptoz's user avatar
2 votes
Accepted

How do I keep an individual part of a rig completely still while the rest of the rig continues to move?

The thing you need is called "Inverse Kinematics" – often shortened to IK. There are A LOT of videos on that topic, e.g. this one: =link= Now - when you know what you need - just watch ...
Yaroslav's user avatar
  • 555

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