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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.

0 votes
1 answer
347 views

Merge separate object onto model & armature

I've recently been attempting to learn how to animate and I can't quite get this object to move where I want it to. On this specific model I use an addon called XNALara to import the armature and no ...
0 votes
1 answer
291 views

Mesh won't connect to bone!

I worked on rigging this character for a very long time but once I was done (with cntrl+p and automatic weights) and went to Pose mode but only the bones move, not the mesh. Here's the Dropbox link: ...
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Obtaining joint-local rotations of armature with python

I have written scripts that take as input the joint-local rotations (in quaternions) of an armature. All works as expected when extracting these rotations directly from a .bvh file and converting them ...
2 votes
1 answer
72 views

I can't scale down my bendy bones anymore with CTRL+ALT+S

I'm using blender 4.1 I think this function has changed. When I switch to bendy bones, I am told I can scale the bones down with CTRL+ALT+S to a reasonable size. Right now when I press that, it just ...
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0 answers
34 views

Unreal Engine Metahuman Rigging (Blender Rig)

Overview: Important information: Using Blender 4.0, (Blender Help Subreddit took my post down within the minute cause they can't read context), this is more of questions with a goal. I've been trying ...
5 votes
1 answer
16k views

How to Mirror Keyframes?

Okay, simple. I'm making a walk cycle for a quadruped creature, and I have just finished animating the Left Front Leg, how can I copy the Keyframes from the Left Leg onto the Right Leg? I know Maya ...
0 votes
1 answer
15 views

Fixing the Rotational Origin of a Bone

I'm trying to set up an eye rig, but when it comes to the bones, the eyes don't rotate the way I want to. It's difficult to explain, but it looks like the eyes are rotating in the wrong origin point. ...
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1k views

"Keep offset" connecting the wrong ends of the bones

I am having trouble with the Keep Offset function that keeps on connecting the wrong ends of the bones together. As on this picture here, where the dotted line should link the two closest ends of the ...
1 vote
1 answer
1k views

Removing Parent (Bone relative) but keeping animation

I made a reload animation for a game that I am making. So far the animation looks great. To make the gun stay in the hand, I made the gun a relative parent to the wrist bone. Now that the animation ...
1 vote
1 answer
304 views

Draw window and swap doesn' work

I'am writing python script that uses data from IMU sensor and changes armature structure position. To visualise movement I use ...
0 votes
2 answers
791 views

Align all skeleton bones towards global Z axis

There's a question regarding character rigging, let me show two examples of different skeletons taken from Mixamo. Zombie. All its bones' heads start from the character's joints and directed upwards ...
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0 answers
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(Python) Change the bone roll of a list of bones in variables

So I've had to store some bones in variables because I want to call on them even if they have slightly different names. I want to change the roll of a list of these bones, like this: ...
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1 answer
28 views

I can't see my rig!

My character has a rig but I can't see it in Object mode, Pose mode, I checked if the rig is hidden and it is visible when I look on the right.
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2 answers
666 views

My human mesh twists strangely while moving armature

Please help, I want my character to move like a normal human would but when I move his arms or legs it twists kind of weirdly. If someone could just simply tell me what I need to do, it would be much ...
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0 answers
14 views

Applying armature rotation across all frames

Summary How do I apply a bone rotation to an armature across all frames in the scene? I am working with static armatures, which are obtained by importing a .bvh motion capture file that I manually ...

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