im trying to rig the character of Lol Ahri in Blender 2.9, i want her to walk and wave. I downloaded the object(ahri), and used the basic human armature.  But when i try to parent the model with the rig, it shows me the error &quot;Bone Heat Weighting: failed to find solution for one or more bones&quot;. I tried to use automatic weigths   So i started looking for solutions, this is what i tried: MERGE BY DISTANCE (or remove doubles), scaled up, decimate geometry, delete loose, remove all modifiers, any of the bones are showing off, just using a single bone, changed the merge distance to 0.002, and placed the root bone at the center of the model.   the link to the project is:  if you could help me i would be very grateful :)
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Here it goes again, the rigging error. I have a model that has a mirror modifier already applied and a subsurface and displace modifier (not applied) in my model. So when I try to parent my model to my armature it gets the bone heat error message, but before I applied the mirror modifier it worked, although the bones only work on the left side and the right side didn't work at all.   Solutions I have tried:   Remove doubles (doesn't work) Recalculate (doesn't work either) Remove all modifiers (no luck) Place the root bone at the center of the model (still get the error) Apply the subsurface modifier and parent them (no result) Apply the decimate planar modifier (this works, but the decimate modifier destroys my seam marked on my model, which causes my displace modifier to not function well because I baked my displace map with another model that has a multiresolution level of four).   blender file:   I have the unapplied mirror modifier model in layer 3 and applied mirror modifier model in layer 1.
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I'm trying to implement a GPU skinning version of the md5mesh.js by @tojiro ( with CPU skinning) in WebGL (live demo of the project , use WASD to move the camera around).   The main concept is as follows: I modified the Vertex buffer object in order to fit the information of bones indices and bone weights, then for every frame of the animation I modify the bone matrix (an array of transformation matrices for each bone) with the appropiate matrix (for each joint I create an identity matrix and multiply it by it's orientation and position, then I multiply the result by the inverse of the bind pose and it's ready to go to the shader).  This works OK when the boneMatrix array is filled with identity matrices (by concept it should render the bindPose and it does). However when I try to load an animation the movements appear messed up and clipped. I discarded a wrong/corrupt version of the md5mesh / md5anim by loading them in an MD5 viewer.  Here there is an example of what happens when the boneMat array is filled with identity matrices:    I think this is the way the model should look, but when I try to animate it...    The general movement of the mesh is correct but some vertices move with an strange direction / orientation which forces a lot of clipping to occur.  Maybe someone experienced in the matter can spot the problem directly from the image, if not I' willing to provide any part of my modifications on the md5Mesh lib.  In order to implement all of this I've followed  tutorial and took a lot of ideas from  implementation.   Any help will be appreciated, I've really hit a wall with this!  Thanks in advance.
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I am guessing you guys get this a lot, but I've tried everything to fix the Bone Heat Weighting Failed error. I have no idea what to do, so if you guys can somehow fix this, then you're amazing.  .blend file below:
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I'm trying to use the function  on bones through a script, but stupid thing is that I can't find how to set the bones as active ones which is needed to call this function.
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I was following a tutorial on rigging (was pretty much done) and now my entire model keeps spinning around the main root bone if I try to move any bone at all. (first picture is where it originally was and still is while in Rest Position, second image is of how it changes when in Pose Position while in Pose Mode or Object mode, Edit Mode seems fine)    I tried clearing All Transforms or hitting the ALT+g, s, r while all were selected and that just caused it to spin in the same direction like everything else does as shown in this picture:   I was nearly finished with this video tutorial here,     and near the last part my issue began. 2:28:07 was the last time I was in edit mode and the pose was fine. Right after the little turrets he then went and parented 3 more bones and then he switches back to pose mode with no problem, I suspect somewhere in there is where the problem occurred on my end. I could have sworn I followed it correctly but maybe I went wrong somewhere I have no idea.   I couldn't find another issue like mine exactly so sorry if this question has been asked before, I'm still very new.  Edit: I checked in the video comments to see if it had happened to anyone else but I did not see any mention of it unfortunately.  Edit2: Picture for more detail on the yellow lines.
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My party recently acquired some dragon bones. We split up the skeleton. I got the head and neck. One got the ribs and front legs. One got the wings and feet and one got the back legs and tail. I bought the rib cage for 125 gp. I don't know if that was a good idea but I did it. I want to know how I can use the neck bones, skull, and ribs.  Can anyone tell me what to do in this situation? Someone once suggested I use the ribs to reinforce my shield, but I don't know if that's allowed by the rules.   What are the guidelines around what can be done with dragon bones? I know I can just use them for cool decorations, but is there any rules support from getting any kind of benefit out of them?
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I'm trying to wrap my head around this for a while now. It's a simple question for what I think will be a not so simple answer. How would you go about modeling one leg of this stool? I would like to do it without using sculpt mode because I can't get things quite clean enough.
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I want to create a 2D game but I'd like to have the character to wear tons of different equipments on different combinations, like a RPG or something.  So let's say the user changes his/her shoulders and pants, this must be shown to the player and all these different equipments must follow the different characters action (hitting, being hit, spelling magic, etc.).  I see a few problems that I'd like to know the best approach/algorithm/architecture to solve.  1 - Sprites or Animations  Should I create different sprites for each equipment in each action animation?  Is it better to just have the equipment sprite and animate it directly on code like rotating and translating (using something like tween on Flash)?  Is there any other better option? (I really don't like the ideas above)  2 - Positions  Let's say during one of the character's move he starts looking directly in front to the player's view but ends his movement showing his right side to the player (like if he swings his sword from one side to the other).  If we consider one part of the user, like his head for example, it starts in front and then turns left.  It means at least 3 different positions for each head equipment (helmet, cap, whatever).  This surely influence the answer of #1 question. How is the best way to achieve that?  3 - Layers  Let's consider a character move where he spins 360 degrees with his arms open. At the beginning of the animation, his right hand is close to the user's view and then, at the middle of the movement, this is probably behind the character's body on the animation.  Whatever is the option on #1 question, you surely needs to use some kind of layer model to make this sprite or animation to starts closer to the player's view and later change to far away from player's view.  Is there any good way to do that?  I know the question is quite long and difficult to understand. Let me know if you think it's better to have some drawings to try to explain which one and I'll try to do that.
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I've searched google extensively on this. Can't seem to find an answer.   I know about spline IK, which is wonderful for conforming a row of bones to a path. But combining the armature object with a follow path modifier causes the point of origin to move, but the bones themselves stick to the beginning of curve.   Ultimately my goal is to make a creature like a snake or centipede follow a curve path, thus animating it fairly realistically ...
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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?
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I'm doing a basic human rig for practice. All of my bones are set up and the rig generates just fine, however, when I try to parent to the rig with auto weights, a majority of my mesh disappears (See pictures)   Any ideas on what's happening?
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I've created a humanoid model that I'm exporting as an FBX for use in Unity. The model is composed of many sub-meshes, because I want the model to "explode" in the game, and send the individual pieces flying. So, for example, I have individual "Hand", "LowerArm", "UpperArm", etc objects in my model. Currently each object has an unapplied Mirror modifier to keep the model symmetrical.  The issue is that when exporting this model as an FBX, the "Hands" object contains both the left and right hands as a single object, as opposed to being separate objects.   A very manual way to address this is to apply all of my Mirror modifiers, then manually separate the vertices on one half of the model to a new object. The obvious downside to that is that it's destructive, and I can't easily edit the model anymore after doing that.   I was hoping there might exist a "separation" modifier, which could intelligently separate a mesh into two pieces depending on whether the vertices are on one side of the model or another. That way, the modifier would be applied on export, but I wouldn't need to apply my Mirror modifiers in Blender.  So, in short: Is there a way to export an FBX of my model that separates my current "Hand" object into "LeftHand" and "RightHand", without having to manually apply the Mirror modifiers, and manually separate the vertices?  Thanks,  -Dan
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I have a question. Is it possible to draw a sprite from a side view and then rig that with bones? Maybe I would first have to import the image into blender and then dop that outline with a mesh. Then, if even possible, I could maybe attach the sprite to the mesh and add the bones. I dont really have much experience with blender but I did create a humanoid sculpture and successfully rig it a long time ago. I don't remember being able to paste an image to the mesh in blender, but I do remember something having to do with seams and then maybe I could export those parts and attach it to them in another program (or worse have to draw over them which means having to draw the image all over again.) I'm not much of an art guy, more of a coding guy. I use Unity and would like to only have to draw one image and then do all the animations of that one image in blender so that I can focus more on coding. If it is possible please let me know. Thank you in advance for any response.
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I'm trying to animate a character that I have created with blender 2.71, but something doesn't work well. As you can see from the screenshot, I have created the bones, I pressed Ctrl + P and then I have chosen the option 'With Automatic Weights'.     However, when I right click on a bone and I try to move it, the meshes of the character don't move; Only the bones do it. What am I doing wrong?
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Blend :   My self made rig completely deforms after automatic weights. I've altered the rotation of the IK bone, in pose mode and reset the rotation of the bones with alt+G. When I created the bones, I did not pay attention to rotation axes. Did I mention I did not took the time to rename the bones?  What I might think is the problem is the legs, of the original mesh were not completely in T Pose.  Furthermore, the lower part of the mesh breaks after the process, which is caused by other problems. I Followed this tutorial
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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 downloaded few 3d models from a recent pokemon game, then I found this. It doesn't look like a regular skeleton, and I don't think anybody has told me how to do this. Yes, I'm relatively new to this game, but I was just sort of curious. Can you make a bone look like this in blender?