Classic case of gimbal lock.
If you rotate the middle axis 90 degrees, the two other axes will be aligned thus reducing the degrees of freedom to two.
To fix the problem, you can either change the rotation order or use quaternions.
Ditch the bones and make an object hierarchy.
Since each flap of your test file is a separate object would suggest can be done without the extra hassle of creating an armature.
For simplicity the face with the most folds is selected as the parent. Its origin is arbitrary and has been kept as the center of geometry.
Now for each flap connected to this, move ...
You can't move the panel in Pose mode because you haven't assigned any vertex of the panel to any vertex group in Edit mode, parenting With Empty Groups won't assign any vertex, it will just create vertex groups but by default no vertex is assigned to these groups for the moment, the object is waiting for you to assign its vertices to the right group, i.e. ...
This is a bit old but it was the only post on google who show this question. I found a solution for that. Instead of accessing the brush option through the toolbar, select "context" in the sidebar. There are also the brush options. Hope i could help anyone :)
It has to do with the Solidify modifier, I guess if you leave the Solidify on top of the modifiers stack and don't activate the Emission > Source > Use Modifier Stack (which would make the object emit both on bottom and top, it's not what you want) it considers that one side must be the emitting one and not both, and it may not be the one you want. In ...
You need to change the IK Pole Angles to -90° so that it doesn't deform your mesh:
Also you need to change the modifiers stack, this seems to be more logical (and enable the Armature modifier's Preserve Volume option):
The answer is now super easy for Blender 2.9 (I have only tested with 2.91)
* See bottom of post for reference images
Have your target object selected and relevant vertex group ready
Enter vertex paint mode (Ctrl+Tab, 8)
a. Check that you have the vertex group selected on the right under the "Object Data Properties" menu
b. Select the top "...
I can get you part of the way there, but I have the same question as you with regard to the ones I don't know. Any further input is therefore very welcome.
The Weight is the setting which controls the degree of influence that your brush will have in assigning vertex weight values. Setting to .5, say, would mean that you want the vertex weight values that ...
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 :
You can change the weight painting colors, which might help with this.
Go to the Edit menu and click on Preferences
Then go to Editing and find the Weight Paint section and click on Use Custom Colors. The default custom color ramp should have white at one end and black at the other. Adjust the colors in the ramp as you would any other color ramp in the node ...
I was having this same issue. I realized I was trying to paint onto a mirrored section without having actually "applied" the mirror modifier. I am very new at Blender, but thought I'd share in case anyone else falls in the same hole.
Unhide All and recursively unhiding didn't work, scale was correct and position was 0,0,0. Select all and numpad . wasn't zooming anywhere. I was in object mode with solid shading and viewport display was octahedral for all bones. Wireframe mode did nothing, the bones simply weren't there whatsoever. Reloading the project didn't fix it.
Switching to the ...
In my case, the bones were actually showing up -- they were just so tiny that I couldn't see them (it was just a small yellow dot on top of the origin icon).
Selecting the armature and scaling it up by about 100 made the bones 'visible' again.
Actually blue doesn't necessarily mean zero weight. To make sure that a bone has zero influence you need to enable the Zero Weight option in the Viewport Overlays panel. The black areas mean real zero weight. Here you can see that the second bone has influence on a large part of your object.
I don't know why zero weight is not displayed by default in Weight ...
What has happened is that you have activated a feature called Stabilize Stroke, which can be found in the Active Tool Tab of the Properties Panel, under the Stroke Section. It is very easy to enable this feature by accident, by inadvertently pressing its shortcut, which is Shift + s. The reason it is slow is because it gives up draw performance in order to ...
After looking at your file, it turns out that the vertex weights have some irregularities. This was quick and easy to fix by simply starting the skinning process over again.
Start by going into in Object Mode, select the armature, then click on the Object Data tab in the Properties Panel, go to the Skeleton section, and press the Rest Position button to get ...
Personally when I do weight painting (or any rigged mesh work really), I split and pin the Pose/Rest controls in their own pane at the far bottom right, with bone layers and IK toggles in the same pin. That way it's just a single click to get to rest pose and back no matter what objects I have selected.
In addition, this workflow might help out a bit:
It just so happens that I have a snippet of python that does exactly that:
from bpy import context as C
for vg in C.active_object.vertex_groups:
new_name = vg.name.lower()
print(vg.name, '->', new_name)
if new_name != vg.name:
vg.name = new_name
Ok I think Nathan has solved the problem. Here are 2 other methods:
First an alternative with empties:
Select each corner vertex and hook it to an empty (CtrlH > Hook To New Object).
Select the 4 corner vertices and create a group that will be the pin group of the cloth simulation:
Don' forget to put the Cloth modifier on the bottom of the modifiers ...
For this kind of mechanical weight-assignment..
Through the 'Vertex Groups' panel in the object's Data tab
Select the vertices whose weights you want to modify
With the relevant group selected in the panel, set the value in the slider beneath it, and hit 'Assign'.
Or, in Edit mode, Vertex.. ( it might help to have 'Vertex Group Weights' checked in the ...
You've probably scaled your armature on the Z axis in Object mode, so apply its scale in Object mode (or you may have stretched your bones in Pose mode but probably not).
You probably wanted to scale your character on the Z axis but it's not the way to do it, you need to select your mesh and scale it in Edit mode to do so, then change the bones size in Edit ...
Alright so I figured it out so I figure I'll update just in case anyone ever finds themselves stuck in my situation. Turns out the fix was very obvious and simple after all. :)
The thing that fixes the symmetry in a way that isn't destructive is actually 'mesh > snap to symmetry' rather than using symmetrize. This will preserve not just the armature but ...