Im Trying To Learn How To Animate Movement with Armatures but all i can seem to do is move the armatures and not the actual mesh.
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Let's say I'm really new to Blender, and have just barely figured out what keyframes are for. Explain a Blender skeleton to me like I'm five. Do I need to use it, and how exactly does it connect to the rest of the model?
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I did try searching for this but didn't find anything.   I've been following some tutorials for Rigging and have seen a lot of videos showing  Armature Templates available from the Armature sub option see attached.  On the version of blender I'm using 2.8 Beta Win 10 64 bit (23 April 19) I have no options to select anything.  Only the Armature menu heading is from the ADD option  which when selected provides a single bone.  Have these other options gone now or do I need to configure something within blender?  Thanks
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I need to mirror the half part of the rigging of my character, I remember it was something with the scale or rotation.. does anyone know which was the right solution step-to-step?
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I go into edit mode for an object, select vertex mode, select one of the squares, then pull the arrow it moves just the square like it is suppose to. If I resize it then go into edit mode it no longer does this.  When I select vertex select a square, then go to move that square everything moves now, not just the vertex. Why?   I have already reset everything back to default settings and it is still doing this. It wasn't doing this yesterday, but today it is.
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I have an armature set up, but the bones aren't moving the mesh properly  The mesh and armature:    The vertex group of the bone I am going to move:    As you can see, the circled region doesn't belong to the vertex group. But, when I move the bone look what happens:    That part of the mesh has moved with the bone.. Why?
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When i open the blender file the object seems to move back to origin and scales back down.... I tried to apply location but it gives me an error. Any idea whats happening or what can i do to fix it ?
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Hi, Im newbie at blender 3d.   I just saw this at motion graphic, but don't understand how to model this shape.   Can I get any advise for modeling this shape?
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I'm pretty new to this whole animating models thing. Just learning the ropes. I got a nice walking animation going, which I can loop while a character is walking, but what about when they stop walking?  I mean, they could be at any point in the animation at the time the player stops walking. How do I get them to smoothly return to a standing still position without having them snap into that position? The same goes for starting walking from a standing still position. Do you need a separate animation? How is this dealt with?
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How would one freeze a simulated body at frame X and use it as a static mesh?  Following a , I've been able to do a cloth animation to my model, now I'd like to have that made static, without the use of the timeline.   The thing is, I'm modelling something that's not going to be an animation, but a static object (something like a statue/figurine). So I don't need the animation, only the shape at a particular frame that I find convenient. I'd like eventually once this is done, to also modify that deformed grid.   I've tried to follow what was said , but couldn't figure out what chipmasque was saying. I'm quite new to blender (been using it on and off, just enough to forget everything).  I'm using blender 2.63, if it is of any relevance.
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I have this stick figure kind of guy doing a dance. He is clearly there in solid mode and texture mode:      But when I go into render mode or just try to render an image, it's gone:     I can't for the life of me figure out what inconsequential silly mistake I am making. I probably just need another pair of eyes to look at it.  Here is a link to the .blend file. Don't judge me, I'm trying to teach myself rigging and animation:
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Hello. I'm a beginner.  In the model shown, when I select all of the top vertices and then scale them to the center, the center of scaling is not the center of the 3d-model.   How do I move the center of scaling? How do I move the manipulator widget where I want it after selecting?
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I'm trying to animate a mesh with different eye textures but it's not working.     This is a texture made by me to animate but I still couldn't figure out how to do it. I've seen tutorials on the internet but they don't work to me.
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I'm working on making 3d Pacman in unity, and I'm trying to create Pacman himself in blender. I've never used blender before, so this is proving to be seriously challenging. Can anyone help a girl out?   EDIT: I should also mention, I'm not just trying to model him, but make his mouth animation
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Very basic question here, I am afraid.  I have hundreds of shattered pieces of a mesh and I am trying to animate their visibility over the scene.  How can I animate the visibility and render visibility parameter for one piece, then copy/transfer to all the others?
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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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I just finished the doughnut tutorial series and wanted to know what I need to learn next. I was wondering whether anyone has any advice about how to make the shading and water/fire simulations/particles look more like 90s oldschool animation (like ,  or ). It would really help me. Thanks a bunch!
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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?