Home › Forums › Graphics / Blender › Rigging – with empty group not working?
- This topic has 9 replies, 3 voices, and was last updated 11 months ago by
kdv.
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2024-07-17 at 4:13 am #75985
c4cc
CustomerContext: I use Blender 4.1. My mesh as I assign bone:
Assigning vertices to a group:
“Deform” removed for bone:
Parenting mesh to bone “with empty groups”:
Assigning vertices to vertex group
Yet vertex group doesn’t move with bone in pose mode?
MY blend file:
Attachments:
2024-07-17 at 4:28 am #75987xeon
CustomerIf you goal is to have the bone cause the green cube to move…. be sure to keep “Deform” selected. When you turn this off…the bone no longer has any influence over the object or vertex group.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-07-17 at 6:31 am #75988kdv
ParticipantNames of bones and their corresponding vertex groups must be the same. “Deform” must be enabled. What tutorial did you watch to do the way you did?
https://drive.google.com/file/…/view?usp=sharing
No need to add vertex groups manually. They will be created automatically after parenting a mesh to an armature (with the correct names).Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2024-07-17 at 7:34 am #75989c4cc
CustomerWhat tutorial did you watch to do the way you did?
https://i.ibb.co/JCpzrrb/o46x1.png
https://blender.stackexchange.com/questions/240289/assigning-mesh-to-bones
No need to add vertex groups manually. They will be created automatically after parenting a mesh to an armature (with the correct names).
I see, I’ll try this out and let you know ASAP
2024-07-17 at 8:08 am #75991kdv
ParticipantJust watch the video from my previous post…
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2024-07-17 at 8:12 am #75992c4cc
CustomerIf you goal is to have the bone cause the green cube to move…. be sure to keep “Deform” selected. When you turn this off…the bone no longer has any influence over the object or vertex group.
You and kdv are right in this regard. Why the mesh initially seemed to distort when I rotated it was because I did not put a constraint on it.
Removing parent:
Renaming Vertex group:
Reparenting mesh to bone Armature Deform – with empty group:
Rotating without constraints:
Obviously, I need to put a rotation constraint to prevent mesh rotating in unwanted angle. But why in this case, what do I set min and max for limit x, to prevent rotating mesh from going off angle?
2024-07-17 at 8:26 am #75993c4cc
Customerhttps://drive.google.com/file/d/1COIWXXvFdyA8sRhwXdrtKa0NK2M2WUbh/view
Just watch the video from my previous post…Cool, I just watched this.
I’ll have to learn this, nifty little trick.
No need to add vertex groups manually. They will be created automatically after parenting a mesh to an armature (with the correct names).
I now see what you mean. Makes sense actually
2024-07-17 at 7:12 pm #75999kdv
ParticipantYou cannot apply usual constraints to separate bones. Only bone constraints can be used with bones. But they are not supported in Verge3D (they won’t be exported).
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2024-07-19 at 4:03 am #76054c4cc
Customer2024-07-19 at 8:41 am #76059kdv
Participantdeleted
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
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