I made a decent looking bolt gun in blender and I'm trying to add movement to the guns string. I added a rig to the bow part with a 2 sets of bones going along the Z axes. Then I set one bone to the string as a way to pull the string back. I set automatic weights in parenting to both the string and bow. Here's my problem, when I pull the string back, the whole mesh goes with it and stretches. How can I set this up so it will work right? Is it possible that the string needs to be set up as it's own object? It isn't even listed as "cylinder" in the hierarchy.
121370
I am making my first object in blender (a bow) its very simple started with a cube, thinned and / extruded / scaled / rotated / extruded / scaled / rotated / etc. to create half the bow about 5 pieces, I then simply mirrored if for the other half added a string then placed a single bone on the string (parent) another bone on the main bow (child) them) parented them, tested the mechanic, pulled the sting bone pulled away from the body bone okay.  Then selected the entire bow, and parented it to the bones with auto weights.  Now here is the problem.  In pose mode when I go to pull the bow string, it does pull back but instead of the string just pulling away from the bow frame, the string pulls back and the bow frame kind of pulls apart at all of its vertices. It just kind of falls apart.  I am following a tutorial that explains little to nothing other than just watching someone do it, so I don't know what he did that kept the bow in tack when he pulled the string, I tried groping the bow pieces all together but this didn't help.  Any help would be greatly appreciated.
102514
I wanted to rig and animate a worm using IK, so that if i move the tip of the tail i get the bend one would expect. Unfortunately using plain IK the tip will point towards the ground instead of staying parallel, easing into the slope of the arched spine.  This is what i end up with:    Ideally it should look more like a .  I thought that IK limits might help, but they are all relative to the previous bone and not global. To fix this i tried using rotation constraints, however, when the limit values approach usable angles the bend just "flips" along the Z axis so it's bending underground.
71142
I'm trying to make a pistol with a hammer thingy on the back. I've been struggling to make the back perfectly aligned like the red line in the 3rd image. Any help would be appreciated.
76891
I have an issue with a rig (this is my first time rigging) where it requires the subtraction of the weights of many different Vertex Groups from the head (root) vertex group to make the rig function properly.    Here is an image showing what I wish to accomplish:    The result image is an inversion of the middle image. Do keep in mind that inversion will not cut it, since I have to remove more things from the head (root) vertex group other than just the jaw itself.  Using the remove button in the vertex group tab gives me this result    This is not satisfactory, as it removes the vertices from the vertex group, but does not subtract the weight values from it.  Google has not turned up anything so far.  Normalizing solves nothing as it still causes deformation when moving parts with Children i.e. opening and closing the jaw deforms the lower lip bones.  Removing the influence of the head (root) bone will also cause irregular behavior as well since Blender treats all weights which aren't zero as one regardless of the weight assigned due to the vertices needing a weight of one.
112254
I've set up a rig and built it around my model, and I've linked it to my model but when I rotate the bones in pose mode, the character doesn't move with them.   My rig is the human meta rig that comes with rigify. I've seen tons of videos of it working. Why isn't it working on mine?  My character was made by creating different body parts and joining them together into the same object, then a texture was added by unwrapping them in texture mode.
118639
I want to model this gun:  So I started to cut out the rough shapes from a cube (using the boolean modifier) Then I tried to clean up the geometry to be able to round the edges of the handguard.  But it does not work. When I try to bevel it like in the last pic top right it just gets really messy.  I think I took the wrong approach. How would you go about adding clean and workable geometry to such a piece and would you use the Bevel tool to create the round shapes?
51833
My long-term RPG instinct is to say "clearly they don't". (Pathfinder, 3.5, AD&amp;D, etc.)  Looking at some NPCs seems to be back this up. The Veteran (MM 350) deals a straight 1d10 with their Heavy Crossbow, despite having Dex+1, and the Scout (MM 349) deals 1d8+Dex with their Longbow.  However, I cannot actually find where this is detailed in the PHB...   Section on Dexterity (PHB 176) does not have any exception for the crossbow.     You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or longbow.  Crossbow features are Ammunition and Loading, but neither of these seem to address damage. (PHB 146-9]) The sections on "Making an attack" (PHB 196-8) don't mention anything about damage modifiers at all.   Also, I cannot find any mention in the  (Oct 2015).  Does anyone else have a RAW for "crossbows don't add Dex to damage?".    UPDATE: the MM has a few other examples that are not consistent with "Dex on damage", but in general, most are accurate. The answer below seems to back my findings, crossbows do add Dex modifier to damage.    UPDATE 2: the  (2015-12) corrects the Veteran example.
78658
So I've created a "noodle" with a path and a bezier Circle that has soft body so that when I click play it will drop and flop about.    What I'm trying to do is have one of the cubes stationary while the other moves around having the noodle between them stretch and move around like its a cable.   Any tips on this?
53411
I have a problem with JBullet mesh collsion. Everything works fine when I create a mesh from my object without scaling, but the problem starts when I want to scale the object. I also tried scaling in Blender, but it has the same problem. Here is my code for creating a mesh from an object:      int numtriangles = mesh.vertices.length / 3;     int numverts = mesh.vertices.length;      ByteBuffer indexBuffer = BufferUtils.createByteBuffer(numverts * 3 * 4).order(ByteOrder.nativeOrder());     indexBuffer.clear();     for(int i=0;i&lt;numtriangles;i++) {        indexBuffer.putInt(i);        indexBuffer.putInt(i);        indexBuffer.putInt(i);     }      ByteBuffer geometry = BufferUtils.createByteBuffer(numtriangles * 3 * 4).order(ByteOrder.nativeOrder());     geometry.clear();     for(int i=0;i&lt;numtriangles;i++) {        geometry.putFloat(mesh.vertices[i].getPos().x);        geometry.putFloat(mesh.vertices[i].getPos().y);        geometry.putFloat(mesh.vertices[i].getPos().z);     }      geometry.rewind();     indexBuffer.rewind();      TriangleIndexVertexArray trimesh = new TriangleIndexVertexArray(numtriangles, indexBuffer, 3 * 4, numtriangles, geometry, 3 * 4);     BvhTriangleMeshShape shape = new BvhTriangleMeshShape(trimesh,true);     return shape;   My scaling was something like this:       for(int i = 0; i &lt; vertices.length; i++) {         Vertex acc = vertices[i];          Vector3 pos = acc.getPos();         pos.x *= scale.x;         pos.y *= scale.y;         pos.z *= scale.z;         acc.setPos(pos);          Vector2 tex_coord = acc.getTexCords();         tex_coord.x *= scale.x;         tex_coord.y *= scale.z;         acc.setTexCords(tex_coord);          vertices[i] = acc;     }   The problem is when I scale the object, it no longer collides with other objects.
71043
Is there any way to hook, parent, or constraint something to a vertex of a particle hair strand? Such as a hair accessory dangling from a braid that needs to move with the hair?  Converting the hair to mesh isn't viable, as I then lose hair dynamics and have to rig some other way.  Scripting solutions are fine too. There must be some way to get the location of a particle hair vertex or vertices from the API. Then you could have an empty copy it or something?
63368
I'm trying to make a "simple" accordion map in Blender 2.79, for animated and still render purposes.  I will map graphics onto each face, and I don't want the faces to get stretched/distorted.  I do however, want to be able to create a hinge-type rig, to be able to fold open and close the map like an accordion without having to manually position each face edge (which would distort the faces anyways).  I looked into using an Armature, but the faces got distorted. I tried to use a Hinge constraint, but I if understand correctly, it would require each flap of the map to be a distinct element - I don't want that. I found solutions involving Weight painting, but I don't think I want any of the map's flaps to be anchored - also there is only one face per element and I don't know if Weight Painting is appropriate.    How can I rig this map properly to open it and close it without any distortion?
96198
So I modeled this sword and all the parts were separate meshes. I used a mirror modifier when I was modeling and then I applied the modifier when I was done to make the parts into solid meshes. Put a UV map on everything and it all looked good in Blender.  Then I put it into Unity and I got what you see in the picture. Part of the sword is inversed. Oddly, the inversed part actually maintains the proper silhouette. It maintains the correct shape, but then is shaded like the front half is missing.  Does anyone have an idea of what's going on and how to fix it?  Thanks, James
120206
How can I set it so that the selected bone in the photo will move the entire rig with it?  Essentially, the selected bone acts like a parent for all the bones in the rig.
65401
I am trying to set up a Minecraft rig mouth that will have more controls and will be rounded, but I am having issues trying to figure out what this guy did here. First, he did what looked like a loop cut and slide, but instead of drawing a line it selected all the edges it passed through. He then cut to a new clip where the mouth was already set up like this.    The video is in 3 times speed but if you download a youtube plugin you can slow it down to 0.25 speed of the video and then if you do the spacebar trick you can slow it down so it shows 1 frame at a time and it is really slow.  if you want or need to see the video.  All I am asking is how can I create those 8 basic segments.
14655
I was doing fine with importing an obj I made in Marvelous Designer into Blender for rigging.  The dress would settle nicely on my SL avi.    Now when I import the object; it is perpendicular to my avi and I have spent a week trying to figure out what I did...  Is there a keystroke or setting that I need to make sure is correct so that my dress fits my avatar again?
80276
I was wondering if anyone knows how to set up a hose-like, cartoon-type limb like in this picture?    My current setup for my model's limbs uses Inverse Kinematics and actually works quite well for the moving whole arm around, although I do get some really nasty-looking deformations I get when I try to bend the limb, but this isn't my primary concern right now.    My main concern is that while I can manipulate the arm as a whole without trouble, trying to get the arm to bend like in the first picture is an extremely frustrating and finicky affair.  Basically, I need some method of being able to improve control over how the arm bends in order make more manageable for posing the model.    My first solution was to try and add a second IK controller to the arm that could be used as a bend point to create a curvature in the arm.  Unfortunately, trying to manipulate this second controller doesn't seem to do anything at all, and I'm not too sure whether or not I screwed something up in setting up the IK controller or if you simply cannot attach another IK controller to another IK chain (I assume the answer is the latter, although me screwing up in setting up something is also quite plausible).  Another potential solution I saw on various tutorial videos was using a Bezier Curve to control the overall curvature, but I'm not too sure whether or not I can attach a Bezier Curve to only part of a model rather the whole thing.  I tried looking for a solution by searching YouTube for a tutorial on how to rig cartoony hose limbs, but instead I was surprised by the dearth of materials on the subject, especially since its been a staple of animation since pretty much the very beginning of the medium.  I mean, I get that the standard skeleton armature is a lot easier to setup than the classic hose-style limb, but it is simply not the look that I want for this particular model.  One final thing to keep in mind is that I've been making this model for a game project that I've been working on, and thus any potential solutions for this problem must be compatible with game engines like Unreal Engine or Unity.  I hope that what I'm not asking for too much, and that I would greatly appreciate it if anyone could offer any potential help with this endeavor.    Sorry for not responding earlier, but thanks a lot for going to the effort of responding to my question, although it would appear that it wasn't needed to begin with.  After going back and playing with the armature some more, it turns out that Inverse Kinematic chains that I set up for the arms actually do work for posing, I guess I just didn't have a very good grasp of how to properly control them.  It's probably for the best that I use Inverse Kinematics anyway because I am trying to make a model that can be imported into Unreal Engine 4 and my understanding is that game engines like Unreal and Unity are incompatible with Bendy Bones.  At least that's what I have read in the past, I'm not sure if that has changed recently, but my recent attempts at trying to look into the matter has mostly come up with older information, so I have to assume that nothing has changed so far.  However, despite the fact that I won't be using your solution, I still think it was worth posting anyways because while I might not use it, there's always the possibility that it might help someone else out.  There is after all, a distinct lack of info out there on how to do cartoon-style hose limbs and having this information out there means that others can now find it and use it to help themselves out.  Its because of this I decided to go back and add some additional tags to my original post to make it easier for others to find this info.  Regardless of everything, thanks again for the help!
86044
I'm not sure what's going on here. The unwrapped mesh doesn't extend the full length of the face down the side of the can. Is there any way to remap this using nodes?     Thanks guys