Talk:Blender 3D: Noob to Pro/Bones

I started this page, but just realized I have no idea how to connect it up with the rest of the book... I'm also not sure it's in the right place on the contents list, I just put it there so it'd be somewhere. These things shouldn't be too big a deal yet because the tutorial is far from finished anyways, but if someone could connect this page to the rest of the book, it'd be much appreciated!

--Oracleoftruth 01:56, Jun 26, 2005 (UTC)

What do you mean by 'connect' it to the rest of the book?

--Stormy Sep 12, 2005

In laying down the bones, what is subdivided - the cylinder or the armature? 206.248.152.37 23:18, 8 June 2006 (UTC)

Subdivide the armature, to create more bones. Another method of creating a chain of connected bones is to Extrude (EKEY) from the tip of the bone. This lets you control size and orientation immediately --88.153.140.138 08:50, 8 October 2006 (UTC)

Umm, when I'm parenting a bone to a structure, it says: "Loop in parents". Help, please!

If there's a loop, it means you either made the bone/armature a parent to itself, or you made the bone/armature a parent to something that is a parent of it already. check for that, or you could delete all the parent links. 74.185.212.232 (talk) 21:50, 1 April 2009 (UTC)

Manually assigning bones
I can't find the "assign" or "remove" buttons. I am in edit mode. 74.185.212.232 (talk) 21:45, 1 April 2009 (UTC)

I believe this should be moved to basic animantions. Shouldn't it?

I actually like it here,right after we made a box man, it just needs a little more continuity with the previous tutorials in this section Pearts (talk) 00:21, 7 July 2010 (UTC)

Hat doesn't follow person
When I move the person, the hat doesn't follow.Bonapon (talk) 20:33, 14 September 2009 (UTC)

Try making the head bone (or whatever you named it) a parent of the hat. Reminder: Select the hat, then the head bone. Press CTRL+PKEY then select Armature > Create from body heat. Scampfarmer (talk) 21:52, 2 May 2010 (UTC)

I am using 2.60.7 and "Create from body heat" does not seem to be an option. How can I make this work?

Person does follow bones strangely
If i try to rotate or move a bone, the bone and part of the person scales also up a lot. is there a possibility to only rotate a bone to rotate a bone in a direction without scaling?

What you want is, AFAIK, the normal behaviour. I don't know how you got your bone and your mesh scaled when rotating or moving the bone... --Jdackle (talk) 23:06, 15 May 2010 (UTC)

are you in pose mode? if you start in object mode, and then RMB on a bone, they should all be selected, then go into pose mode ( click on the object mode/edit mode drop down. ince in pose mode you can only select and move bones Pearts (talk) 22:49, 8 July 2010 (UTC)

I wonder if this is the same problem I am experiencing...

It seems that the further the mesh is from the fulcrum the greater the deviation from the armature's axis, this eventually results in the skull bending. The hat once assigned to the 'neck' joint in my case, acts as expected. This article seems largely aimed at 2.4 and I am using 2.5 but I followed the instructions to the best of my ability the only difference was that I had to discover for myself how to assign vertices to vertex group as that section seemed entirely aimed at a different version, and by default, the right forearm bone was pulling on the side of the face and half of the thigh so it was needed. Am I doing something wrong or does something need adding to the page?Lxxxv (discuss • contribs) 18:03, 15 September 2011 (UTC)
 * I found the problem, somehow I had multiple instances of the same armature acting on the mesh. I found there were 3 armatures (the same one three times) listed in the 'modifiers' tab when the mesh is selected, so I guess this was having an additive effect. When the bone moved, the mesh moved 3 times as much, while the hat which was done correctly, did not. Removing 2 of the modifiers fixed the problem. Maybe this will help someone else. Lxxxv (discuss • contribs) 22:11, 15 September 2011 (UTC)

How's this for strange? My left leg follows my right legbones and my right leg follows my left legbones. How on earth would auto-generated weights do that? - Asterai

Scaling bones
The article says "You might be tempted to scale a bone, but this will mess things up". To my admitedly short experience, scaling bones (SKEY) never messed anything up. Could you please expand? Thank you, --Jdackle (talk) 23:15, 15 May 2010 (UTC)

I agree, it seems to make no difference.. I'll remove that sentance Pearts (talk) 04:12, 27 July 2010 (UTC)

Are the photos too large?
I think the images could be cropped down to the important parts (i'm happy to do it too ), and pushed to the left or right in order to have better text flow, what do the rest of you think? Pearts (talk) 02:26, 7 July 2010 (UTC)

Assign and Remove buttons
I found pose mode, and my bones work great, but my box mans hat is being moved/stretched, when I move the arm bones, so I've gone looking for the Assign and Remove buttons, and can;t seem to find them in 2.49b. Pearts (talk) 01:17, 8 July 2010 (UTC)

I finally found the Assign and Remove buttons, you need to go to object mode, RMB on the hat, go to edit mode, make sure you looking at teh editmode buttons in the bottom button window, and you will see on the left a link and materials panel with a pair of Assign and Remove buttons :). since you have the hat as the subject of this edit cycle, pick the correclty grop in the dropdown above, and then remove it, in my case i removed the hat from the lt_arm, and the rt_arm, I also set it's weight to zero for both groups, and now it no longer strechs, when I move the arms Pearts (talk) 14:25, 8 July 2010 (UTC)

Tone
A lot changes with this page. Referring to itself in the first person, I, and calling modules 'tutorials.' Be nice to fix this all up

Need for consistent terminology
It is unclear whether the armature is supposed to be the parent and the mesh the child, or vice versa. Comparing to a similar process in the "Putting the hat on the person" module reveals that "parenting a to b" means different things in the different modules... probably. The language is a little too unclear here to be sure. At any rate, I'm confused and trying to pose my dude and the little fool doesn't seem to want to move either way.

K, figured out what I was doing wrong. Adding note to book to clarify. - Asterai

Okay, I can now make armature parent to mesh etc., but auto-weighting bones causes nonsensical behavior: Right leg follows left leg bones and left leg follows right leg bones, etc. I would just get to work fixing this, but all the stuff in In depth info on selected bone topics describes... buttons that do not seem to be in my 2.61 interface. And, what is a "tab"? Was this term ever defined to us? Any rate, I can find neither a window nor a subsection thereof named "Links and Materials" and cannot really proceed along this chain of actions.

Needs to be updated based on the newest version of Blender
Is it possible that this could be re-written for version 2.61? Pretty much everything in the "Parent the Bone" section was written for earlier versions of Blender and the different notes for the different versions make it extremely confusing. Plus, it seems like the bones affect the model very differently in 2.61 than in earlier versions.

Order of selection in parenting
I know the instructions say you have to select the person first, then the armature; but doing this then pressing Ctrl + P only gave me the normal parenting menu, with the only option being "Object." If, however I select the armature first, I got the menu that allowed me to choose "Armature Deform." Which definitely made the armature the parent. This should be changed? 169.147.3.25 (discuss) 17:46, 25 June 2012 (UTC)