How to parent one vertex group to a specific bone?

How to parent one vertex group to a specific bone?

You can always create an additional bone. Give it the name you want. If you want some vertices to be affected by this bone, select them, create a new vertex group with the name of the bone, and click Assign. As the mesh is parent With Automatic Weight this vertex group will automatically be controlled by the bone that has the same name.

How to remove Blender ” useless ” bones with ” bone “?

So, my problem is “useless” bones created by UE4 when importing FBX from blender to UE4 and setting armature parenting to “bone”. This is how my test object looks like: http://prntscr.com/w3hc2q This is how it looks in editor: http://prntscr.com/w3hd97

How do you parent a bone in Blender?

Then, I switch to pose mode and click LMB on the bone I want to parent. Then, I press Ctrl + P and select “Set Parent To [Bone]”. I did it three times with this mesh.

How can I tell how a bone affects a vertex?

The easiest way to know how bones affect vertices: Select your armature, switch to Pose mode, then shift select your object, switch it to Weight Paint mode, then select a bone and visually see its influence on the mesh. Also in that same mode, if you select a vertex group in the Vertex Groups list, you’ll see what part of the object it enlights.

How to parent a vertex to a new armature?

You could either shift-click-delete all the current vertex groups and then reparent the mesh to the new armature, or, export an obj of the mesh, import that new obj and it will be a clean slate, so you can parent that to the new armature. In either case you’d have to redo the weights, but you can start with automatic weights.

When to use vertex groups and bones in Blender?

Normally, using vertex groups and bones with and armature modifier is what I do when rigging an organic object that will deform and twist/bend. Mechanical objects like this, I just separate out each part to it’s own mesh object, then parent the mesh object to the bone that will control it.

How do you create a bone in Blender?

if you already have your bone created… Select your Mesh > goto Properties Panel > under “Object Data” (the little triangle Icon) > Vertex Groups > hit the “Plus sign button” to create a new vertex group… just name the new vertex the same exact name of your bone… Blender will automajically link the bone and group together…

What’s the best way to parent a bone?

I’m sure there’s a better way (and I usually create the groups after parenting) is to parent the bones with automatic weights, then go into edit mode, select a vertex groups vertices, then go to the corresponding bone and assign those vertices (removing any that were in the bone group previously).

How is the weight of a vertex group controlled?

As the mesh is parent With Automatic Weight this vertex group will automatically be controlled by the bone that has the same name. And again you can play with the weight value to increase or decrease the influence.

Is there a way to remove vertex assignments?

You can add vertex assignments to the group or remove assignments from the group. And you can change it with the weight paint brushes, etc. When you click on the icon, it changes to a closed padlock icon and all vertex group modifications get disabled. You can only rename or delete the group, and unlock it again.