Unanswered Questions
2,410 questions with no upvoted or accepted answers
6
votes
0
answers
312
views
How do you add hooks to multiple vertices at once?
I have a path with a lot of vertices and it seems very unnecessarily tedious that I have to click on each individual one to add a hook to it. Surely there must be some quick command that adds a unique ...
5
votes
0
answers
969
views
Can I "mute" all f-curve drivers in a single click?
I often need to review the results of my face-rig's expression animation transitions. However while drivers are connected to the bones the animation data does not change the bone's transform when the ...
5
votes
0
answers
663
views
Animation showing last frame when played?
To make this simple I have a .blend that you can look at. I have simple logic:
1) When the prop "Active" is true, our object is visible. When false, invisible.
2) When Spacebar is hit, "Active" ...
4
votes
1
answer
7k
views
How do I move one animation from one blender file to another one?
Okay, so I have two separate blend files and both of them consist of a similar rigged character model with animations. However, one of them has an animation that I want both of them to share. Is there ...
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
2k
views
Blender grease pencil shape keys
is there any possible way to achieve a similar result like here: https://www.youtube.com/watch?v=Tbp95snCPr4 with grease pencil?
Or is there somewhere shape keys for the internal grease pencil tool? ...
4
votes
0
answers
135
views
Cloth simulation drive rig rendering issues
Goal: Create rig with springy bones for i.e. auto belly fat simulation.
Issue: When rendering I'm unable to see spring effect on bones that are driven by objects with is driven by cloth simulation. ...
4
votes
0
answers
349
views
Squish Controller that Can Move up and down a Limb
I have a rubber chicken character. Its neck is getting grabbed and stretched many times. What I would like to generate for this, is a Squish controller that allows me to set where Squishing on the ...
4
votes
0
answers
2k
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Dependency cycle detected
Older user of 3ds Max, I am a new user of blender. A friend introduced me to your forum to ask my questions. I'm delighted to be here.
On this moment, I'm trying to learn the rigging on blender and ...
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
3k
views
Move rig bones positions with shape key
I am making a character that morphs using a shape key, is it possible to re-position the bones and add them to the shape key of the character morph? I have looked at drivers but they do the exact ...
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:
4
votes
0
answers
545
views
Braid not colliding with clothing (Curve Problem?)
UPDATE: I noticed during the animation the curve the armature is following stretches out and although is still attached to its origin point keeps falling. Is there a way to keep the curve from ...
3
votes
1
answer
486
views
Is it possible to exclude parts of the shrinkwrap target mesh?
I have a quick question about the shrinkwrap modifier. I have a rigged character and the character has some shrinkwrapped clothes, a shirt for example. I know it's possible with vertex groups to make ...