I have made a rig for a model, however the main torso piece does not attach to the rig due to this error. I have sought out various solutions but none seem to work. Does anyone know the issue?
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Here is the .  Picture:   It's nothing special but I cant figure out why I get problems rigging this mesh. It would be important and a great Help! Thanks for reading and I know there are a lot of guides answering this question but I tried all and it doesn't seem to work.
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how do you make clothes move along with your model? Do you rig the model first and then parent it to the body of the character then click cloth simulation? I am a little bit confused with the process. Thanks for the help.
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After I parent my model with the bone, it shows loop in parents.   Does anyone know of a solution?
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I have made a simple character model and am adding a skeleton to it, so i can use it as reference and so i can get a feel for how rigging and weight painting are.  The white box (Shoulder_L) has weight and is the one linked to the bone that's within it, however for some reason some vertices in the right arm move when i pose the shoulder, despite not having any weight.   (The area within the circle is where the vertex that moves is located)  Blend File
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I have an armature associated with a mesh. In Pose Mode I have oriented the armature the way I want, so I press A to select the entire armature and then I press I to insert keyframes.  I've done this successfully on simple models while following tutorials, but back in my real model I'm getting the following error and I don't understand what context is being looked for.     No suitable context info for active keying set   What constitutes a "context" in Pose mode?  What should I be looking for in my model structure that is leading to such an error?
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Any idea of why my viewport preview of the simulation stops at 250 frames? (as you can see on the orange line on the timeline)  Am I maybe missing any kind of configuration?..  It's a rigid body simulation.. e.thing works fine but the preview freezes at 250 frames.... No keyframes on the simulation, only on the colliding object that has an infinite loop rotation.....    Is it maybe because of motion paths setting?  It is set on 300......       Update:  Problem solved! I missed this tab of configurations!!
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I can't figure out what is causing this I tried removing the materials for the objects as well as re-assigning new materials and flipping normals I don't know what is causing this issue for the model.  The head seems to be working like it should but the body doesn't turn white in textured mode or black in material mode. I'm using default blender render
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I ran into a problem I have never seen before and that is when I try to sculpt on a mesh, it sculpts like this:  Instead of this: I am using dyntopo with these settings:   I feel like theres a very obvious solution to this, but I have no idea what it is.
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Hello. I am a beginner in Blender. I started modeling this phone and when I got to the curly cable part it was a real challenge. Could someone guide me on this.
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So, I've been unwrapping semi-circular objects and this happens:     I wanted to know if it is a configuration setting that I'm screwing up or something like that. I can edit it but it is a huge pain, in some tutorials they just work. This is killing me slowly and surely.
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I am beginner and sculpt a body at the moment. I guess my way wasn't very effective. I created a body with different body parts. Each body part is a separate object. I sculpt mostly and I realized I wanna connect the different object to sculpt in a better way. This should be the way anyway at the end. I have no idea how to do this. I used a subdivision surface mod and it is just.. messy. In a old video I have seen there is a kind of bridge addon? I would be happy for any recommendation or tip. I attach a picture.
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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?
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When I open a a Stock 3D model I downloaded, the entire interface changes. I see a "Default" layout option, but I don't see the stand "Layout" option at top of page. Is it possible that the model I have was created pre 2.8 &amp; needs to be converted?  The model also does not have a Camera, &amp; I can't see to find the "Add Camera" option that I see in basic tutorials.  I have attached screenshot of the UI as it appears with my stock model. Total Noob thanks you
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I have made some chain links. I used the Rigid Body Tools and made the two end links passive and the others active. They are all set to shape Mesh. I've tried setting the weight to acrylic, cardboard, etc to lessen the pull they have when falling. How do I prevent these links from coming apart? I've even tried scaling up the scene but that also doesn't work.  Peter
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I used curves to do my character's eyebrows and gave them some shape keys. But I didn't know that I coudln't give them an armature (the one for the character). Is there a way to keep the shape keys and making the curves followings the rig?
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i am just getting into rigging in blender, and in the graph editor with the properties panel open i get a error message saying "ERROR: Phyton auto-execution disabled." Another thing that i noticed is a message on the top menu bar saying "Auto-run disabled."   I am in the graph editor because i want to create a driver for a simple but convent 2d ball rig, and i was wondering will be a problem for me later down the road. Also, what the heck should i do about the message. I don't like "ERROR"  sign being thrown at me.   Thank you, Chris
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I didn't address this in a while because I was busy with something else, but now it has cycled back into my schedule.  Right now I have a shirt modeled and bones set in place. It's already technically rigged, but the only issue is the buttons.   I'm not entirely sure how to go about connecting them to the shirt's deformations. I tried to combine them and the shirt into one object, but because of the shirt's modifiers, (Solidify and subsurf, which I don't want to apply yet), the buttons become extremely deformed. I've tried to match the weight painting intensity where a button is at in correspondence with the shirt, but that doesn't seem to work, maybe it has to do with the specifics of where the button is?   Is there a way to make the buttons follow the shirt's deformations without deforming the mesh vertices of the button? I know that if I probably apply the modifiers on the shirt and combine it with the buttons, it would be okay, but I'm not okay with doing that just yet with the shirt.    I rigged the shirt by deleting all vertex groups, assigning empty groups to the mesh from the armature, and then assigned automatic groups in the weight paint menu.  Is there a way to do this?