Rigify Target Bones Stretch to Infinity (small issue)

This is an Armature from Rigify and, although it functions perfectly, for some reason the Target Bones appear to stretch into infinity.

Olson theorized that it is somehow connected to “Apply Pose as Rest Pose” and, indeed, when the “Rest Position” button is clicked, the lines to infinity disappear. (But that’s obviously not a solution because then you can’t Pose the Armature, but it could be useful in diagnostics.)

Anyway, if anybody knows how to fix this, it’d be appreciated since those neverending lines are very annoying.


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Appears to be stretch to constraint gone wild. You wont be able to select this bone in pose mode because it has select-ability turned off in outliner, , but in edit mode can grab head or tail of bone coming out of knee / elbows, go pose mode and in bone constraints panel press the “reset” on the stretch to constraint.

Might be easier to visualise just turning off “shapes” in the display panel of armature button for a time

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Worked perfectly. Thanks, Olson!


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Can you send me the file that generates the faulty rig? It shouldn’t be generating like that. Thanks!

email: [email protected]

Okay, I’ll send it along.

Just to clarify, though, the Rig didn’t initially generate like that. I had done small tweaks and such with it (just the normal process of Weight Painting and what-not) and then it produced that odd effect.

I believe that Olson was right that it was initially caused by hitting “Apply Post as Rest Pose” - although that was just to a Bone in the face, and not the Bones in question. Furthermore, Olson’s solution did work fine. But I’ll send you the file now (and I was JUST about to clear out my Trash Bin, too!)

Ah, interesting! Sounds like a blender bug, then. I’ll investigate. Thanks for the further info.

Yeah, I seem to recall this happening before, and so it might be a regular problem. Thanks for the interest.

This could be the same issue I’ve had with my past two forum posts here. I have the bug where bones move towards infinity. But not all the time… The worst Blender bug for me.