Blender

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Daemon Dec 4, 2022 @ 3:01am
[HELP] My fur isn't attached?
I've made a little fuzzy guy, followed a tutorial on making the fur and everything, then watched a rigging tutorial. But, when I move the bones in pose mode, not only are they not all connected (Only two are separated for some reason), but when I move the body, the fur doesn't move with it.

What step did I miss in between?

(For context, here are the tutorials I used:
Fur: https://www.youtube.com/watch?v=UAFx7wJkq0I
RIgging: https://www.youtube.com/watch?v=4z7G4TyKE9g&t=505s )
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Showing 1-5 of 5 comments
still__alive Dec 4, 2022 @ 9:20am 
Maybe you didn't parent your armature correctly. Allow me to point out that you have shared almost nothing about your scene and you've articulated a couple things poorly:

Originally posted by Daemon:
But, when I move the bones in pose mode, not only are they not all connected (Only two are separated for some reason),

I'm not sure what you mean by that ^ above, but I'm guessing you mean the bones themselves are not connected to their fellow bones. If so this is probably from how you set up or built the armature. If you added a bone then used shift+d to duplicate that bone to add more bones, that would lead them to be unconnected I believe. You should probably be extruding new bones (with E key) instead.

Originally posted by Daemon:
but when I move the body, the fur doesn't move with it.

I have to assume this is because the armature didn't get parented to the mesh properly. You have to select the armature and the mesh in the correct order before you parent it - select the mesh, then the armature, then ctrl+P to parent, probably with the "automatic weights" option.

However even if those are the steps you followed, there are other points of failure to look for.

Maybe the automatic weights didn't calculate properly and weights were not assigned. So you can check to see if there is any weighting on the bones or not. Google "manual weight painting blender" or something for more information on that.

Maybe there was some issue with your mesh. Maybe you duplicated your mesh object (accidentally) and then that caused confusion to the automatic weighting.

What I'm trying to highlight is that there could be a lot of things that might have caused it to break - things you're not even aware of and things we might not think of ourselves. Very hard to troubleshoot for you when you don't share any decent screenshots or the .blend and don't articulate anything about the issue and steps you've taken to try and fix it.

Originally posted by Daemon:
What step did I miss in between?

(For context, here are the tutorials I used:
Fur: https://www.youtube.com/watch?v=UAFx7wJkq0I
RIgging: https://www.youtube.com/watch?v=4z7G4TyKE9g&t=505s )

^ This doesn't help us solve your issue, as we cannot see YOUR scene and your work. You can go through those videos again and you're the only one who knows exactly what you did as you were following the tutorials. So might I suggest watching the videos again and trying to locate where you might've deviated from what they did in the tutorial videos?
still__alive Dec 4, 2022 @ 9:31am 
I opened a test .blend file and setup a cube with a hair system on it. A two minute experiment. It all works fine on my end, so I think we need more information about your work to provide any meaningful assistance. I cannot think of any other ways in which you might've erred with the information given.
Daemon Dec 4, 2022 @ 7:24pm 
Originally posted by still__alive:
Maybe you didn't parent your armature correctly. Allow me to point out that you have shared almost nothing about your scene and you've articulated a couple things poorly:

Originally posted by Daemon:
But, when I move the bones in pose mode, not only are they not all connected (Only two are separated for some reason),

I'm not sure what you mean by that ^ above, but I'm guessing you mean the bones themselves are not connected to their fellow bones. If so this is probably from how you set up or built the armature. If you added a bone then used shift+d to duplicate that bone to add more bones, that would lead them to be unconnected I believe. You should probably be extruding new bones (with E key) instead.

Originally posted by Daemon:
but when I move the body, the fur doesn't move with it.

I have to assume this is because the armature didn't get parented to the mesh properly. You have to select the armature and the mesh in the correct order before you parent it - select the mesh, then the armature, then ctrl+P to parent, probably with the "automatic weights" option.

However even if those are the steps you followed, there are other points of failure to look for.

Maybe the automatic weights didn't calculate properly and weights were not assigned. So you can check to see if there is any weighting on the bones or not. Google "manual weight painting blender" or something for more information on that.

Maybe there was some issue with your mesh. Maybe you duplicated your mesh object (accidentally) and then that caused confusion to the automatic weighting.

What I'm trying to highlight is that there could be a lot of things that might have caused it to break - things you're not even aware of and things we might not think of ourselves. Very hard to troubleshoot for you when you don't share any decent screenshots or the .blend and don't articulate anything about the issue and steps you've taken to try and fix it.

Originally posted by Daemon:
What step did I miss in between?

(For context, here are the tutorials I used:
Fur: https://www.youtube.com/watch?v=UAFx7wJkq0I
RIgging: https://www.youtube.com/watch?v=4z7G4TyKE9g&t=505s )

^ This doesn't help us solve your issue, as we cannot see YOUR scene and your work. You can go through those videos again and you're the only one who knows exactly what you did as you were following the tutorials. So might I suggest watching the videos again and trying to locate where you might've deviated from what they did in the tutorial videos?

It's cool, I figured it out. I didn't realize the armature had to be above the particle system on the modifiers panel. Sorry for the bad articulation, it's my first time posing any sort of question in the discussions, and I didn't want to overshare everything because that felt rude

Neither of the videos I watched had mentioned any part of the armature AND fur
Last edited by Daemon; Dec 4, 2022 @ 7:31pm
Daemon Dec 4, 2022 @ 7:26pm 
Originally posted by still__alive:
I opened a test .blend file and setup a cube with a hair system on it. A two minute experiment. It all works fine on my end, so I think we need more information about your work to provide any meaningful assistance. I cannot think of any other ways in which you might've erred with the information given.
I found out I had to have the armature over the particle system for posing, but I appreciate the attempt, haha. I'll definitely have to try and keep in mind that more is better for discussions when it comes to info since I thought I'd given enough
still__alive Dec 4, 2022 @ 9:18pm 
Originally posted by Daemon:
I didn't want to overshare everything because that felt rude

Originally posted by Daemon:
I'll definitely have to try and keep in mind that more is better for discussions when it comes to info since I thought I'd given enough

Don't worry about "oversharing", there is no such thing. People never share enough information when they're asking for help here. Blender is a complicated program and there are a lot of ways for something to go wrong, so the more information the better.

And yeah, the order of your modifiers is important to keep track of. This is not the only instance where modifiers being out of order might throw things out of wack. Glad you solved it :)
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Date Posted: Dec 4, 2022 @ 3:01am
Posts: 5