Set two armature to one mesh

Hi, forum.
I have the mesh and rig for my character. Now I want to separate hand and fingers bones to set to them an another action. In result there must to be two armatures setted to one mesh.
How should I do this?

Sorry for my English if it’s not good :slight_smile:

Take a look into the NLA. That gives you a way to combine animations from two different actions.

Hi, if you want to have to armatures combined into one you select them both and CTRL+ J to join them together.

Thanks for your answers. But that’s not exactly what I want.

I mean it is possible to assign two different armatures to the same mesh?
Probably I should to explain the course of my thoughts.
I added two armature modifiers to my mesh. In field “object” of first modifier I chose the “hand rig” which contains hand and all fingers bones. And I chose the “body rig” at second modifier which contains all other bones.
Also I duplicated a wrist bone to “hand rig” and make it the root bone to parent all finger bones to this.

The result of this is looks like a little bit right but there is problem with wrist bone. Seems the reason is bad weights, but it’s looks correct.
Obviously I’m missing something. Here is screenshot.

If wrist rotates it become very weird:


But in rest pose it’s ok.

I think this is happening because you have to armatures and you are unable to blend the weights in the wrist area, you better of using one armature for both meshes.

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Ok, I think I really should use the same armature for both meshes.
But I’m wondering how to enable blending of weights between two armatures? I’ve been looking for this, but I haven’t found such an option.