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๐งต Rigging in Blender
Anonymous at Thu, 30 Dec 2021 07:09:12 UTC No. 872829
Rigging in Blender - Why is it such an absolute pain in the ass?
All I want is to be able to connect the little ball of one joint reliably to the little ball of another joint.
95% of times ctrl+P however asks wether I want to separate bones. If for some reason I randomly manage to perform the 20-step-selection ritual correctly and the 'parent keep offset' option appears, it ALWAYS 100% of the time parents the wrong ball to the wrong ball, sometimes even the wrong ball to a ball on a joint I didn't even select.
God help me please
Anonymous at Thu, 30 Dec 2021 07:13:32 UTC No. 872830
>>872829
Aren't there plugins add ons for this?
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Anonymous at Thu, 30 Dec 2021 07:16:14 UTC No. 872831
select entire bones instead of the balls
it always connects the thick end of child bone to the thin end of parent bone
select child first and parent last
make sure your keyboard isn't crusty from layers of cum and cheeto dust because 'separate bones' is just p, not ctrl+p
methinks the problem is in what's between your chair and screen.
Anonymous at Thu, 30 Dec 2021 07:19:28 UTC No. 872832
>>872829
you're getting "separate" because you can't press ctrl right.
you don't parent joints. you parent bones.
bones are a hierarchy. direction matters.
joints work as "vertices" for snapping purposes, so you can vertex-snap one joint to another, then parent or whatever.
Anonymous at Thu, 30 Dec 2021 07:30:38 UTC No. 872834
>>872829
looks like wrath palette btw. you guys strugglin' without kp or what?
Anonymous at Thu, 30 Dec 2021 11:26:00 UTC No. 872852
>>872832
>you don't parent joints. you parent bones.
This is why rigging in Blender SUCKS DICK.
>oh, your piece of geometry needs to pivot from a single point? Nah sorry, we don't do that here. Everything is built out of directional segments with a start and an end point.
Fucking retarded bullshit and the asshole who thought this was a good idea needs to die screaming.
Anonymous at Thu, 30 Dec 2021 14:41:33 UTC No. 872879
>>872852
>oh, your piece of geometry needs to pivot from a single point? Nah sorry, we don't do that here. Everything is built out of directional segments with a start and an end point.
Which pivot from a single point you raging maniac lol
Anonymous at Thu, 30 Dec 2021 14:49:12 UTC No. 872880
>blaming blender for your cluelessness
Many such cases!
Anonymous at Thu, 30 Dec 2021 17:58:58 UTC No. 872909
>>872829
oof lmao
Why is everybody here so afraid of asking their beginner questions in a normal fashion?
Why must everything be disguised as a hate post against Blender when it's just them not knowing the basics?
You'll only get insulted more that way.
Anonymous at Fri, 31 Dec 2021 08:54:43 UTC No. 873028
>>872829
Why don't you just snap the tail of the first bone to the origin of the second one?
This doesn't even have anything to do with the parenting/hierarchy of the bones.
Anonymous at Sat, 1 Jan 2022 18:58:56 UTC No. 873247
Select the two bones, press F (fill with another bone), delete the new created bone, you're done
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YHWH loves you !!S4wQh2TBt8f at Sat, 1 Jan 2022 19:31:58 UTC No. 873252
>>872829
Do yourself a solid favor and get Maya with either Advanced Skeleton or mgear. All of your rigging issues will be solved for life. Advanced Skeleton in particular is easy to use and extremely versatile...humans, mechs, octopusses, you name it lol.
You haven't lived until you've created 8 spline arms complete with IK/FK switching in just a few clicks.
Anonymous at Sat, 1 Jan 2022 19:36:38 UTC No. 873255
>>873247
>SOOOOO you want to reply to someone on /3/.
>NADDA PRAAABLAHM~
Anonymous at Sat, 1 Jan 2022 19:53:15 UTC No. 873259
>>873255
kek
Anonymous at Sat, 1 Jan 2022 22:23:23 UTC No. 873279
>>872852
bro ur rarted