Unable to change from T-pose to A-pose

Hello all,
I’m pretty new to the blender world, so i’m sorry if the question that i’ll be asking is a newbie’s question
I can’t seem to change the pose from T shaped pose to an A shaped one,
I have parented the bones to the mesh and then tried to rotate the arm manually but the mesh got messed up :confused:
Can you guys help me out? Thanks in advance :slight_smile:

Armor.blend (1.19 MB)

Are you using blender 2.49 ? If so why are you using such an ancient version ?

The bones are not connected to each other so each move independently
Using blender 2.73
In edit mode select the chiid bone (example the calf bone) , holding down the shift key then select the parent bone (example the thigh bone) and use Ctrl+P / Parent keep offset
Do this to join the chains of bones. You will see dotted lines showing this relationship


double post.

Yes, i use 2.49 because the nif plugin doesn’t support the latest blender yet (2.73) :spin:
It works!! :eek:
Thank you very much Richard!
and I’m sorry for the trouble :slight_smile:

Hey Richard, i’m sorry to bother you again but it seems i stumble upon a new problem X| I can pose the mesh inside that blend file with your method just fine, but when i tried it on my other one (the one that i’ve modified) only the armature move (?) the mesh stayed put :confused:

Attachments

NewerBlenderTest_0.blend (2.02 MB)


You need armature modifiers on any mesh that you want to be deformed by an armature. This is how the armature modifies the mesh to follow your bones.

And you need more help than that… More help than I can give you… But here’s a quick over view of how this works…

An object with an armature modifier on it can be deformed by the armature’s bones. In order for blender to know how you want the mesh deformed when a bone is moved, you have to define vertex groups, named the same as the bone. Best way to define these vertex groups is by weight painting. Blender does have an auto weight painting feature, but it will likely fail to work on this character. It will fail because this is an imported armature, and not a traditional blender armature. Normal armatures have an upperarm bone that stretches from the shoulder to the elbow, a lowerarm bone that stretches from the elbow to the wrist, etc. Blender’s auto weighting is geared towards that style armature, and not one consisting of little bones at pivot locations, like yours.

So basically, if you want to play with this in blender, you’re gonna have to weight paint the mesh and add the modifiers. It’s a bit of work, especially since this character has layers of clothes, each separate mesh needs to be weight painted. It might be easier to use blender’s rigify auto rigging to rig the base skin mesh of the character with auto weighting, then add the layers of clothes. But that’s not going to work if you are creating actions for a game character.

You have a game engine armature, so what’s your intentions? Creating animation for a game engine? Or are you after animation/rendering in blender?

Randy

If you are using the NIF importer stuff, you might want to go back and find a good tutorial for getting the skeleton imported properly (afaik there are differences depending on the exact version of the NIF format the original file uses, look for one specific to the game the model is for). I did briefly muck around with getting the skyrim skeleton imported, but I’m pretty sure you can get the weights to import. I think there was also a script somewhere to generate a more useful control armature, but I’m not sure where I found it.

Sorry for just replying, the problem is exactly what you pointed
I accidentally deleted the weight paint while i was editing that mesh, that’s why it didn’t work :spin:
Anyway i managed to pose it correctly this time.
Thank you Randy :smiley:

Btw it’s just for rigging :slight_smile:

I got it sorted out,
I just used the original skeleton that came with the mesh, that way i can pose it first before editing it further :slight_smile:
Thanks Sazerac