I recently am working with rigid and armature. I made a simple object, a cube and created two armatures within it.
I parented the armatures and object together in object mode.
Both the object and armature became one unit. So when I move armatures, the object moves along with, but when I bend one of the armatures the object doesn’t follow the bending and the armature is bent solely. What is the mistake or problem?
I made this character in Rhinoceros and now wanted to attach it armature in Blender for first time but I had to work with a simple sample at the beginning to become familiar with these techniques and then export the shape with fbx format and import into blender for some motions.
Good luck, rigging and binding a mesh of a character for the first time is a big challenge.
But don’t give up. if you are stuck just ask here i am sure you will get some help.
There are some difficulties in front of me working with Blender:
1- first of all, let me ask; is binding the same armature?
2- I don’t know how to separate or join the parts of an imported object in Blender (for example, the belt of that character). I can do that in Rhino, but I’m worried I can not join them in Blender later.
3- The hands and head of this character are three separate objects; how do I bind these parts in Blender, especially when I’m creating an animation with armatures and rigging?
4- I don’t know painting different parts of the character, especially with gradient colors (for example the natural colors of skin- not monotone)
There are some other questions that I will pose gradually in the future.
1.Binding in blender is the same as parenting the mesh to armature.
2. To join the parts you select the parts and go to > Object >Join. To separate you select in edit mode the part you want to separate and go to: Mesh > separate > Selection.
3.Depending on the type of mesh and the model, you can parent individual body parts to the same armature.
Because this thread is already marked as solved, I suggest you start a new thread for your future questions.