u/Interference22

1,797 post karma · 91.2k comment karma · joined Jan 2012

Interference22

No problem!

Interference22

If nothing happened then you haven't selected the appropriate vertex group.

They're all named appropriately but if you don't know which group is influencing the wayward vertices then narrow it down by moving bones individually in pose mode and checking which movements actually influence them.

Interference22

No problem!

Interference22

No problem!

Interference22

No, it isn't. Like I said, it's an important supplement to your knowledge and teaches a lot of useful information that will make your life easier.

To use your analogy, it's like learning to drive as you normally would, then reading the manual for your car and discovering how to set up the in-car entertainment, what button activates the heated seats, and where the puncture repair kit is located.

Interference22

This doesn't seem all that good a design to me:

  • The pen clips don't seem to have enough space to actually store a pen in (one even has a plastic protrusion in the way), other than perhaps a Lamy Pico. You could possibly fix this by putting the balm clip in the middle
  • All of the clips are positioned in such a way that even if you do manage to get something to fit, it will partially cover the cards so that you can't get at them without removing everything else first
  • Storing pens and lip balm in a hot car is probably a bad idea
Interference22

Without any other information it would be very difficult to troubleshoot that. Screenshots would help; any errors that flash up at the bottom of the screen, also.

Interference22

Thankfully they haven't changed this part of Blender much.

Interference22

No problem!

Interference22

No problem!

Interference22

No problem!

Interference22

A word of caution here: watch the scale of your scene. The default settings on lights you add to the scene assume what you're building is broadly representative of real life. So, for example, a character is around 1.7M to 2m on average. For reference, those squares on the ground plane represent 1 metre.

Your character seems to be around EIGHT metres tall, which is both absolutely massive and means any light you add to the scene will be much less effective and require tweaking to get it to illuminate anything.

Use the Item tab of the properties panel (toggle with N if you can't see it) to check the dimensions of a selected object. Scale things down if they're too big.

Interference22

Nice to hear this comment is still doing some good!

Interference22

No problem!

Interference22

No problem.

Interference22

Glad this post is still helpful!

Interference22

No problem.

Interference22

No problem.

I noticed a typo in my post, four years late, which I've now corrected (mod - mode).

Interference22

No problem. Good to know my comment is still of use!

Interference22

You're welcome, I think. Hah.

Interference22

You don't. It's gone.

You keyframed a T-pose for your rig, created a pose which you then didn't keyframe, and it then snapped back to the keyframed T-pose. Unless it literally just happened and wasn't the result of a file load it's gone and you'll have to redo it. Otherwise you can try doing a couple of undos but this almost never works.

Delete the offending keyframes so this doesn't just happen again then redo your pose.

Interference22

Eh, two'll do.

Interference22

No problem!

Interference22

There's an option in the Overlays menu to make inverted normals much easier to spot: click the down arrow next to the overlapping circles in the corner of the viewport and check "Face Orientation." This highlights all the backfaces of your model in red. If one of them is pointing outwards instead of inwards, flip it.

Interference22

First, that's not a bone collection, that's a bone (with 21 child bones).

Second, you can't use the outliner to re-organise the hierarchy of bones. You must use the Relations section of the Bone tab while in edit mode, with the appropriate rig selected.

Third, you can't change the parent of one bone to a completely different armature's bone in a single operation: you must separate the bones from the first rig, join them to the second, then change their parent to whatever you want.