It's really important to set the origins to the rigth place, where the parts are rotates. Then set the lock part (the wire) as a child of the latch and add a Track to constraint to it, which points the objetc's y axis to an empty. So when you rotate the latch, the lock's end will stay down. After you rise the latch, you have to move the empty above the model,...
Bones 1,2,3,4,5,suspens, are all child of bone "control", which can move up and down and rotate left/right.
Suspens has a "stretch to" constraint pointing to "car" bone. Bones A,B and C have a "stretch to" constraint pointing at 2,1 and 5.
Car and Car2 are parented also.
When you join two armatures whoose bones share some names, the last selected ("active") armature bones mantain their names while the first selected (which will be merged into the other) will have all duplicated names with an added suffix ".001".
So, you can type ".001" in the outliner filter and you will have a list of all duplicate names.
Select the face and create a new orientation coordinate system clicking the plus button. Then set cursor to selected, then select the head of the bone and set selection to cursor, then do the same with its tail ( so both are in the same spot) then (still with only tail selected) press G Z, move the mouse and confirm LMB.
This procedure will automatically ...
Maybe I did not get your question right, but Ive made a test with Suzanne (Monkey Head), I scaled it up, and rotate it in X axis (in Object Mode), then I go to the Object tab in the viewport, and Apply all transforms. The Head is still at the size I resized, Location, Rotation is set to 0 and Scale to 1.
You mean that in your case, while your applying ...
That is odd. It looks like the Rigify rig is set to IK. You have to select one of the bones for the arms in pose mode and set the IK-FK (hand.L) value to 1.00. See picture
You can adjust this for every limb and is one of the useful options of Rigify.Hope this helps!
As you can read in edit mode, your base vertices do have some weight relatively to many bones, so of course they are moving.
If you want them to stay still, select all of them and remove weight from all vertex groups.
Another more usual way is to create a "tentacle base" bone and weight them to it.
Remember that even a very little weight, if it's not "...
You have the vertex groups for your weights but they are not assigned to the bones, simply rename the vertex group to the same name as the bone they are suppose to be assigned to and that should fix it.
The skinning in blender leaves a bit to be deserved in my opinion but there are some options. In blender this is called weight painting and it uses vertex groups.
For every mesh there is a weight painting mode, where you can manually paint skin weights by painting. There are several tools here to help you out, with extra brush settings in the right settings ...
Your bones might be moved in the pose mode. To reset all the bones do the following.
Make sure you are in pose mode
Select all the bones
press Alt + G, Alt + R, Alt + S to reset position, rotation and scale respectively.
Without more information than you gave in those screenshots, I can't really help any more. There might be some issues if you used a ...
I take it that the screen will always remain at the same angle relative to the hinge? If that's the case, move the origin of the hinge to the desired pivot point and parent the screen to the hinge. Then, you can parent the hinge to the keyboard.
By doing so, moving the keyboard will move the hinge, and rotating the hinge will rotate the screen. However, you ...
Pose bones belong to the object...
Agree with other answer could use transform channel in driver, or a copy rotation constraint.
Fix for scripted expression as attempted in question
No longer red so ...good to go.... oops z component of quatrot
Two things at play here..
Firstly fix up the datapath, remove spaces and it's all lower case for properties. ...
In the drivers editor, variable tab, instead of "single property" use "transform channel" ( (X) Symbol), then choose your bone, choose X rotation with auto euler option, choose world or local space, and when rotating the bone in pose mode, X rotation of the cube will follow.
I found out that rig_id is pretty finicky with the names you might try changing some things about the name and rerun the script to see if that fixes your problem.
On Blender 2.79, having the word "rig" anywhere in the ID name would cause the script to fail (no N menu) without warning.
That is not the case in Blender 2.81 however: if you put a Capital letter ...
Here I made a gif of the fix
So I'm guessing you made one of the keyframes with a bit too much rotation. Not 100% sure what caused it, but the gif shows a way to fix it. I deleted the last keyframe on the character's right hand and re-made it.
I had the same problem working with v2.8, and I found that if you move your object out of its original hiearchy where it was "linked"/"parented" from the armature in the scene selection (in "View Layer" top left) into just the scene selection (in "View Layer" top left); then you have the option of reset to parent Ctrl + P > Set parent to > Armature Deform > ...
This is a very common error/mistake in the animation part of the blender. I am pretty sure that you have a keyframe with a value like '24' right next to another keyframe with a value of '384' (or some values like that). The keyframes are so close to each other and so different, that when they are played, they make the hand move super fast that way.
To fix ...
You could parent the object to the armature with empty weights and then do the weights yourself. You might have better luck starting with a basic rig that is already linked into a shape and then match it up within your object and then try pairing it with automatic weights you might have better luck. Normally, it works, but there is always autorig pro, it has ...
It sounds to me like you are going to have to repose the object that you are lining it up to. 2.81 Has the new pose move tool in sculpt mode that will make that easy if it is not rigged. However, if you want to pay for something like Auto rig pro, you could have that pose fixed in not much more than a minute the easy way.
Looks like your space is set to world instead of local for your "copy rotation" constraint. I would also recommend changing the bone roll of the fingers bones to bend along the x axis.
Then tweak the amount of influence for the bones with the constraints applied.
Try changing the transform orientation using the menu located in the middle of the header near the top of the screen. If none of those orientations are aligned the way you want to, you can create a new orientation using the + button. That will create an orientation based upon the selected object.
Select the bones you want to keyframe, then change the mode from Object Mode to Pose Mode.
Then, once you are satisfied with editing your bones, press I and then click on LocRotScale.
This will add a keyframe for the location, rotation and scaling for all selected bones. I suggest you read this.
Dopesheet is your friend, just check the settings of its two visibility buttons, one will let you edit only selected objects, the other will let you edit hidden objects also.
In my example, editing will affect the cube as object, the armature as bone keyframed in pose mode, and a hidden bezier curve (again as object).