Children of a mesh do not follow the bone, and other bones do not follow a parent bone

i’m trying to rig a damn model in blender, you can tell it’s going quite well

my bones are setup like this:


image

and now the following issues:

  • meshes of other meshes do not follow their parent with the bone, even when they have the same vertex group assigned
  • bones do not follow the torso bone when rotated, despite the fact they’re children of the torso bone

i am EXTREMELY confused, and since i have never rigged before, i have no idea what other information to include

i am more than happy to cooperate and give any additional info you might need :steamhappy:


changed my approach a bit

uh ummm @iicloudsforeveriii you’re a bloender goat PLEASE HELP :pray: :sob:

Please do not ping me. I’m a busy person and I don’t always have the time to help you.

And, you’re supposed to do: Ctrl+P > With Automatic Weights.

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SORRY

anyway i ended up fixing it

this happened regardless of weight option

i just selected everything and made it one object, and then it worked

Alright.

Another thing that you could’ve done was to use the Child Of constraint in blender and set it to the specified bone. Then, pressing the Set Inverse button.

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For the arm bones to follow the torso bone when rotated, they need to be set to parent. You should then see the arms being under the torso in your hierarchy. (Click the child then the parent and press ctrl-P)


blender_eOUvlp99EP

For the mesh to properly follow the bones, like cloudy mentionned, you need to parent them with automatic weights to your armature, multiple meshes can be parented to an armature, but sometimes it’s easier to apply the weights as one and then split them after (if you need them split in studio) I’d suggest looking for a tutorial on skinning and weight painting to get a better idea of that this works.

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