Unanswered Questions
1,107 questions with no upvoted or accepted answers
4
votes
0
answers
249
views
How do you lock a bone in 3D space during animation?
I am trying to animate things like a boy jumping up to monkey bars, grabbing them, then swinging around. I've been able to rig an armature with IK, no problem. I figure I can cheat by coordinating ...
4
votes
0
answers
1k
views
Modify bone roll without breaking existing animations
Is there a way to edit bone roll on an armature with existing animations, such that the animation data is automatically recalculated for the new bone roll? I.E. the keyframes/fcurves are updated so ...
4
votes
0
answers
614
views
Recalculate bone roll without ruining the animation
I have (what I hope) is a simple question. A while ago I rigged a character up with an armature, and since then I've made quite a few animations for it. Since beginning my project, I learned about ...
4
votes
1
answer
324
views
What does the use_local_location mean for bones
To test this, I run a test to show the difference of use local location or not.
C.object.data.bones['upperArm.R'].use_local_location = False
C.object.data.bones['upperArm.R'].head
...
4
votes
0
answers
286
views
Blender bone.matrix API changes from v249 to v277
I've been using an old script for a long time to import a custom format which contains a 4x4 matrix for the bone transform (inverted) and 4x3 for the bone animation (3x3 rotation matrix + 1 location ...
4
votes
1
answer
2k
views
Is there a way to only store keyframes of only selected bones in poseLib?
What bones does "Add New Pose" operator store in Pose Library ?
I am animating with "Blenrig" Character Vincent and it has lots and lots of bones. When I try to store poses it creates keyframes for ...
4
votes
1
answer
665
views
How to achieve accurate rotation of fingers at the point they meet the palm?
I have problems with fingers in general but this is the hardest part for me.
It looks ok at this point:
But if I rotate at the base of the finger, problems start:
This is because the rotation point ...
4
votes
1
answer
806
views
Can't flip pose properly blender
Pose reverse fails, tried to rename some bones to check if there's a problem but it didn't change anything. Here's a gif:
3
votes
1
answer
195
views
Is there a way to lock a bone layer?
I know bones can be arranged by layers in the armature properties. Is it possible to somehow "lock" a layer so that all bones in that layer cannot be selected?
3
votes
0
answers
468
views
How to make one bone "push" another?
I'm very new to Blender and try to learn to make some stuff.
This is what I have as an in-progress "proof of concept":
Three cylinders(top, middle, bottom) linked to three bones. All bones ...
3
votes
0
answers
175
views
how to animate complex origami folds in 2.8?
I've reviewed the questions regarding origami animations in this StackExchange and I've not quite found what I'm looking for.
I have tried using shape keys to animate complex folds in a plane, such ...
3
votes
0
answers
3k
views
Creating a generic IK/FK snap script
I've tried deconstructing the Rigify addon to isolate the script part that handles IK/FK snapping, but so far I've had no luck. Rigify is a very nice tool, but I'd like to get the snap functionality ...
3
votes
2
answers
1k
views
Exporting bendy bones/shape key animations?
How can I export these animations into another program? I don't need the rig itself in these other programs, I just need the mesh's animations to be exported, if that makes sense. Is this possible, ...
3
votes
0
answers
378
views
Why are my custom wire bone shapes' lines thicker when in Pose Mode?
The wire bones on the right are thicker than they should be. In my other blend files the custom wire bones are like the left picture when in pose mode. I have tried almost every setting that I can ...
3
votes
0
answers
288
views
Is there a way to make an attribute unkeyable?
Can i make an attribute of a bone not keyable?, it makes me nuts that blender keyframes attributes that are supposed to be locked and makes my graph editor have way more curves than what i should be ...