New answers tagged rigging
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Use bones of face rig instead of shape keys (rigify)
Rigify has nothing to do with your model's shapekeys, that's what your model came with, Rigify doesn't handle them.
That being said, if you want to have them in your pose library, the way to go is to ...
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I want to have a mesh fully automatically weight painted by a select number of bones in my armature
Blender's "assign automatic from bones" operation, which is probably what you did, is a pretty simple, naive operation. It just does a regular autoweight from everything, then removes all ...
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How do I attach a model to another model like this?
Mr A's answer solves the main question I asked, but for this specific case it wasn't enough. For it to all work properly including animations, I had to do 3 things in total:
Join the skeletons of the ...
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How do I attach a model to another model like this?
There are multiple ways to achieve a result like this.
Parent the skeleton of the weapon to the desired bone of the other skeleton.
Add an object constraint to the skeleton of the weapon to do the ...
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How to straighten out curved fingers in blender?
I don't really see in which way your bones "bend in a weird way". I can rotate them just fine.
You could literally just rotate all the bones manually and eyeball their alignment. Just set ...
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ChildOf constraint not updating transforms properly on influence change
The proper setup looks like this:
root
hand_ik
hand_fk
socket
ChildOf(hand_fk)
ChildOf(hand_ik)
Then you switch ik/fk one ...
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how to make piston with offset pivot point (angled damped track)
Here's how I understand the problem, starting with a picture of labeled points:
Given those points:
BC should not rotate relative to AB in any pose.
BC should point at E in all poses.
DE should ...
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rig with automatic weights to visible bones only
Select the armature, shift select the mesh, switch to Weight Paint mode, select the bones you want with ShiftLMB then header menu > Weights > Assign Automatic from Bones:
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how to avoid collision while paper folding
You need to add topology, you need at least 2 edges where the topology is supposed to fold:
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Using external (Snow/Rain) Rigs on own characters
Before the technicalities, you have to consider the legalities. Can you legally reuse a rig (or anything) that isn't yours?
Most laws consider that you cannot do this unless the rights holders ...
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Why does my knee behave unexpectedly when manipulating the foot control in Rigify Blender rig?
I detect that you are using a character imported via DAZ Studio?
Notice the IK bone that is depicted as a unfilled red arrow in the upper leg: it is probably named something like "thigh_ik.R&...
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Need help to rig this over-the-top flipper lid
A cheap way to do it would be to create these 3 bones, the bone 2 (the lid) being the child of 1 (the arm) and the bone 3 being independent (you'll parent the sliding piece to this last bone). Create ...
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Stretching model with ik makes model bigger
So when you tell IK that it can stretch in order to reach a target, it does that by scaling uniformly-- by the same amount in all three axes:
We can see that with a visual transform applied to the ...
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"Hair" as cloth, cant move how I want it to. How to handle?
The boolean will not make your hair "lift up from the chest" nor glue it to the body, it will just make a simple X + Y operation from your intersecting meshes volumes. Also, using boolean ...
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Assign automatic weights *only* to a specific vertex group?
The ironclad, fully general way to do this is to use a vertex group modulated data transfer modifier to copy weights from a duplicate:
Here, I've autoweighted an original to one armature and a ...
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Assign automatic weights *only* to a specific vertex group?
This is impossible
Auto-Rig Pro binds the mesh to its armature, but can also bind only:
the selected bones
AND/OR
the selected vertices.
What the OP was asking is possible. It's just that Blender ...
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how to fix a mesh shattering when bending bones slighly?
Your faces are separate, switch to Edit mode, select all and M > Merge by Distance.
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Finger elongates when rotating. Why and how do I fix it?
You have scaled your armature on an axis, you need to apply the scale in Object mode to prevent this kind of deformation (CtrlA).
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How Can I Parent A Cloth To A Rig Or A Mesh?
Not sure why the current cloth settings prevent it to work, but if close the Cloth simulation and regive it, put the Subdivision Surface at the bottom of the modifiers stack, also leave a gap between ...
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How do I fix bad automatic weights?
Recalculate your normals to outside and then run automatic weights again.
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How to rig bones for head and attach it to the model so that the head turns with the bone
You need to have each bone "assigned" to the mesh with weight painting. The easiest way to do is is to have Blender do it for you.
In object mode, select the mesh, and then the armature. (...
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rig armature not working properly
Separate meshes (like here eyes and cheeks) often get not correctly parented, to fix that you can select them in Edit mode and assign to the head bone (called spine.006):
That said it won't be ...
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Parenting ( Follow Path) constraints to a master empty will result in doube transforms / offset
ANIM's global position is defined by its position in the Local Space of the BezierCircle.
That means ANIM will stay attached to the BezierCircle no matter how you rotate or translate the latter. The ...
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Child of Constraint and object hierarchy
I used a workaround to use child of contraints and keep clean hierarchy:
You can use an armature with a bone constraint child of and parent your mesh to this bone.
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Having an Issue while exporting character with rig into gltf
First I do have some advices for performance and avoiding other potential issues down the road:
Apply your modeling modifiers like Mirror and Solidify on your meshes. When you animate a model, you ...
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Rig wont parent w model
First apply the scale of the armature. The problem is that the mesh is both dense (which is not very good for animation by the way, maybe you should unsubdivide) and small, which makes the calculation ...
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Mesh resizing on bone rotation in pose mode?
Select the shield vertices in Edit mode, go into the Object Data panel > Vertex Groups and click on Remove from All Groups:
Keep the vertices selected, select the vertex group the shield is ...
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RIGIFY ERROR: Bone 'brow_glue.B.L.002': Could not match control node for ORG-brow_glue.B.L.002
I recently encountered this error. I was able to solve it using the following method.
First understanding this error: When there are multiple bones in a single location, it's important that all the ...
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Strange behavior in rigging method
It's probably because it doesn't know how to orientate the IK bone, change the Pole Angle in the IK constraint to something like 90 or -90°:
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glTF Export creates weird Jitters in Animations
I figured out what was wrong with it!
It never had anything to do with the gltf exporter, after several trials and trying different models and export options I found out that it was my Elbow ...
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Create my own picker set for a character rig?
I don't see mentioned Blenrig's picker being able to work with other rigs, not at a glance at least and it's fairly common for rig generators (their goal is to make a rig and its tools after all, they ...
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Related Tags
rigging × 5082animation × 1305
armature × 1274
bones × 1171
mesh × 515
weight-painting × 510
modeling × 423
rigify × 420
constraints × 304
pose-mode × 226
inverse-kinematics × 222
parent × 181
python × 129
vertex-groups × 116
drivers × 103
unity × 101
vertex-weights × 98
export × 95
transforms × 93
shape-keys × 91
modifiers × 89
objects × 89
scripting × 83
physics × 62
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