All Questions
50
questions
0
votes
0
answers
86
views
Hair bones aren't showing up properly in my scene collection
I just got done with the entire armature. Weight painting etc, everything is rigged and the hair is weight painted properly onto the hair bones I've made for my model.
My issue is that in the scene ...
0
votes
0
answers
22
views
How to setup reciprocating compressor rig? [duplicate]
Note: I put my object names in "".
I need to rig this reciprocating compressor such, that rotating the "Rotary Base" at its center, should pull the "Rotary Shaft" at the &...
4
votes
2
answers
2k
views
How do I give a keyframed object a bit of vibration/shaking when it's at the destination point?
I made a robot with moving parts on it's body but when the parts move from the starting point to the ending point, I wanna give it some vibration like it moved with a certain force. How can I do this?
...
1
vote
0
answers
70
views
how to make a rigged model move a rigid body object
I have rigged arms in a scene and I have a ragdoll. and I want to animate the hand so it can slap the ragdoll around. but when I keyframe the hand to go to where the ragdoll is standing the ragdoll ...
0
votes
1
answer
338
views
Keyframed Objects Clipping Through Each Other
I am very new to Blender and have made a scene where a mannequin (animated and downloaded from mixamo) is falling through a tunnel. A basic falling animation has been applied to the mannequin via ...
0
votes
1
answer
1k
views
Active dynamic rigid body object does not move since linked to armature
i have tried everything and it does not move as an dynamic active object. clear parent does not help. it has an "child of" object constraint:
There is no passive object. at least not yet. ...
0
votes
1
answer
62
views
How to make a mesh follow certain rules?
I am unable to understand a scenario where a whole turret is moving with an empty object. And it also follows physics rules.. Like if empty is moved along side z axis, mesh will move till a certain ...
1
vote
0
answers
194
views
How do I prevent armature+animation from overriding physics in rigid body simulation?
I've been running into a problem where objects that are animated with armatures do not behave as I expect in a rigid body simulation. I put together an example to show the problem that I'm having.
In ...
0
votes
1
answer
1k
views
Disable deforming with armature
I want to create an animation of a stormtrooper. For test purposes, I've set up a simple armature with some cubes as armor. When I parent them to the armature and move/rotate bones, the cubes get ...
1
vote
1
answer
57
views
Bending arm Using armatures problem
**I have this problem where it bend in the wrong face/place and I don't know how can I fix this .sigh. **
1
vote
1
answer
322
views
My Character’s Armature keeps flying off the screen
I have made a character on blender using the blender game engine. The character is rigged and weight painted properly.
However, when I set the armature to physics: character, and press p, the whole ...
0
votes
2
answers
690
views
Armature physics
I'm trying to add physics to this armature so that it will be able to swing when it is moved. Does anyone know of any tutorials or solutions? (Images are to demonstrate how the mesh is supposed to ...
0
votes
0
answers
53
views
Can Armatures w/ passive rigid body mesh notice resistance from active rigid body objects?
This is about the laws of physics, the Rigid Body System, and Armatures or ‘Passive’ animated rigid body objects interacting with ‘Active’ rigid body objects...
I use Blender to illustrate the ...
2
votes
0
answers
675
views
Rigid body objects interact with armature bone?
Is it possible in Blender to create an object (human + armature), rig it and make it to interact with other rigid body objects?
Will this possible in the next blender updates?
1
vote
1
answer
2k
views
Object physics not working when moved with armature?
I'm a complete novice when it comes to doing anything other then making basic models in blender so if there's a simple solution to this i'm sorry I didn't figure it out already.
I've been working on ...