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Ronnie42 Mar 18, 2018 @ 4:13pm
Bones disconnection problem
So I was following this: https://www.youtube.com/watch?v=cGvalWG8HBU
I get to around 7 minutes into it, noticed when I try do this....the bones keep disconnecting.

I've been trying to understand rigging better, well thought try to do it with a fully rigged human character, not really sure what to do. Before I was just extruding them out everywhere to get what I wanted but then I noticed video shows the person creating the bones then adding them in different places instead of the way I was previously doing it.

So far as I can tell I should create the bones going down from the leg to the foot then create an IK at the back of my foot then unparent the bone then create a parent offset but that seems to mess things up since it would disconnect the leg bone, I get the same problem when I try to create the 'inverse kinematics' via the leg.

Anyway any thoughts on this would be helpful. I'm hoping to look to animating other parts later but got kind of stuck with the disconnecting bones issues.

I've had some exerience getting rigs to work before just extruding but that was without IK/Targets so was hoping this would be a better workflow in general.
Last edited by Ronnie42; Mar 18, 2018 @ 4:14pm
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Mailer Mar 18, 2018 @ 10:44pm 
The only reason, that I can think of, as to why a bone would lose it's parenting is because you are deliberately trying to make one bone the child of multiple bones which definitely will not work.
Keep in mind that the moment you select your first bone in Edit Mode, to then have another bone Shift-selected thereafter so you can parent them, and then have them parented, is that the first bone selected, and any others before the last bone, will become children of * that* last selected bone.
Which is why you cannot re-select a bone that's already been parented to be a child like this, and then ask it to be the child of yet another bone too.
My advice is to just work from the tip and then inwards towards a possible root-bone.
I'm not sure if the same rules apply to "Connected" parenting, however.
Last edited by Mailer; Mar 18, 2018 @ 10:46pm
Ronnie42 Mar 19, 2018 @ 10:31am 
Originally posted by Mailer:
The only reason, that I can think of, as to why a bone would lose it's parenting is because you are deliberately trying to make one bone the child of multiple bones which definitely will not work.
Keep in mind that the moment you select your first bone in Edit Mode, to then have another bone Shift-selected thereafter so you can parent them, and then have them parented, is that the first bone selected, and any others before the last bone, will become children of * that* last selected bone.
Which is why you cannot re-select a bone that's already been parented to be a child like this, and then ask it to be the child of yet another bone too.
My advice is to just work from the tip and then inwards towards a possible root-bone.
I'm not sure if the same rules apply to "Connected" parenting, however.

This is what I've been doing:
1) So I select E from the foot bone to help make the IK bone
(This step breaks the Foot from the Leg)
2) Then Alt-P to unparent the bone, then turn off deform on the IK Foot Bone
(Unparented foot bone from IK foot back bone)
3) Select foot, then IK foot, then CTRL-P to keep offset
4) Gone into Pose mode then added the IK via the upper Leg/Foot connetion to the IK Target
(Shift-control-c for inverse kinematics)

Even tried deleting the top leg, re-extruded it from where the IK modifier that has the bone selected and it wouldn't stay connected to the bone.

Edit: I think I may have figured it out, one of the bones was reversed since it was going in the wrong direction, not sure why it was doing this every time I tried to make the bone structure but got the leg IK working.
Last edited by Ronnie42; Mar 23, 2018 @ 9:44am
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Date Posted: Mar 18, 2018 @ 4:13pm
Posts: 2