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Questions tagged [bones]

Bones are the individual sections of an armature that are used to deform the mesh. Bones act like other objects (they have properties and can have constraints) but are invisible in the render.

1 vote
0 answers
610 views

Parts of model do not follow during animation?

I am new to Blender and struggling with numerous questions. I am in the process of animating a model and all went fine with respect to "Rigging, Skinning" Now I'm attempting to "Pose" and as I move ...
16 votes
1 answer
10k views

Animate the parenting of an object

let's say we have a magazine, a gun, and hands. The magazine is parented with the gun. When I make an animation of reloading, I want the Magazine to be a parent of the hand, then after the magazine ...
10 votes
2 answers
32k views

How can I reverse the direction of bones in my armature?

I spent a lot of time building up my armature for my dragon model and then, after I was all done and started to refine it, I realized that the bones from the pelvis out to the end of the tail were ...
4 votes
1 answer
4k views

How can I make a long strand of bones without having to extrude each one?

How can I make a long strand of bones without having to extrude each one? Here is what I'm trying to accomplish:
3 votes
1 answer
1k views

Bones and rotation property sliders

I am creating a UI for a rig and I want to have a property on a panel. The property is a bones rotation_eular.x value and it needs to be a slider. When setting a property as a slider "slider=True" it ...
6 votes
1 answer
2k views

How to rig flaps

I have modeled a simple air plane. It has flaps. I would like to easily animate the flaps. THe flaps are part of the plane mesh. How can I rig the flaps so that I have a single control for the flaps?
2 votes
1 answer
910 views

How to rotate an EditBone? is it possible

I have a dict of 2d data and I want to generate bones (skeleton), assuming z = 0 for translation and rotation is across z axis in given dict. ...
1 vote
1 answer
4k views

IK + Pole Target {Rig} is =//= Twisting my Characters Mesh

When i apply this rig i have here to my test model. With automatic weights. It totally twists my model. Any clue whats causing this? I tried to mess with the poles rotation. And i tried to apply ...
4 votes
1 answer
7k views

How do I Attach a Rigid Body to a Bone?

I'm trying to make rigid body physics interact with an (Armature-)animated character. For starters, I created a short piece of chain falling onto an animated box. The chain consists of 5 individual ...
5 votes
2 answers
3k views

Strange mesh deformation when using the action editor?

I have had this problem before and it's starting to happen again, but with a different mesh. Note that it is scaled up a tiny bit. When I create a new action called reload and animate only the ...
3 votes
1 answer
1k views

Multiples animations in a single blend file

For a University project I need to make a fish (guppy), create bones, add them to the mesh, create some "realistic" animations on the timeline, and finally redo the last point to be able to set ...
1 vote
1 answer
2k views

mesh won't deform (in pose mode) once parented to bones

So I followed this tutorial: riggify to the letter and once I go into pose mode, my mesh will not move/deform with the bones. Only the bones move, without any of the mesh. I have tried parenting to ...
2 votes
0 answers
1k views

Automatic mapping of walk animations based on object velocity [closed]

I'm looking for a way to automate walk cycles, so they can be reused in any scene on top of the normal armature action. NLA strips make this possible to a basic level: You can have a separate action ...
4 votes
2 answers
7k views

Removing automaticly generated (automatic weights) weight paint

I'm very new to the topic of weight painting, and have just parented several meshes to a rig. It all works well, except for one issue at the shoes (the bone of one leg not only drags that leg, but ...
1 vote
1 answer
1k views

Default skinning for vertices with no assigned vertex group

I am trying to fix a problem with the FBX exporter. Two vertices in my test model don't seem to have bones/weights assigned to them. This is confirmed by printing vertex.groups to the console during ...

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