If several curves are joined, each one will keep its subtype (NURBS or Bzier). By clicking Post Your Answer, you agree to our terms of service, privacy policy and cookie policy. I feel this could feel a bit arbitrary. Can I use an 11 watt LED bulb in a lamp rated for 8.6 watts maximum? Navigate to "Add" and click "Armature" to add an armature at the anchor point. Connect and share knowledge within a single location that is structured and easy to search. Stack Exchange network consists of 181 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers. Go to the Object menu, >> Join (or Ctrl + J). An armature is a type of object used for rigging. A platform to collect and display the Blender Benchmark results. In order to see what we are talking about, let us try to add the default armature in Blender. Dont worry about renaming them. > (Note: I tried doing this with the current bpy.ops.outliner.remap_users() operator, but it segfaulted.) > Ok, if "the C code" is the best we get, that's fine :) Click the big Add Bone Constraint button and select Add Tracking: Inverse Kinematics. Select Hand.L, and in the Properties panel, select the Bone Constraints tab. To merge 2 animations, you can either: Make sure the cursor is in the world origin with Shift-C. Press Numpad1 to see the world in Front view. Documentation on Blender's features, tools and API. Currently, when joining Armature A into Armature B, all objects that were parented to A are now parented to B. > In #84750#1095648, @dr.sybren wrote: Upvoteded. Get up to speed with Blender 2.8 in this updated official video series! Armatures. A single Pose Key to manage 24 Shape Keys. Sculpt the desired fist shape on all the fingers. Whenever I join these two armatures (in object mode of course), one of the arms lose all weights and reset the position. In Edit Mode, you will always see your armature in rest position, But it feels like this should just work without an addon. But while the four leg armatures are all part of the same armature, they are not physically connected. If you're saying it should be, I certainly agree! Be sure the Pivot Point toggle is set to 3D cursor. Then parent but choose option for "bone". > Do you have any idea where in the code this time is spent? But, I'd love to spend some of my free time banging my head against some C code again sometime :) (coding nights? https://cloud.blender.org/training/animation-fundamentals/5d69ab4dea6789db11ee65d1/. :D I guess the safest default then might be "Never". That will parent the mesh to the armature and weight paint the mesh so it moves with the . not the armatures bones (use the Pose Mode to do this). By using this service, some information may be shared with YouTube. Do you want to keep the four legs for deformation of the mesh and have another one to control the movement? as user51642 says, ctrl J to join but make sure they don't have same bone names. Author finger correctives 24 at a time. If you don't see it with control+p, try right clicking and I think you get more parenting options. Does anybody know how to join two different armatures into one armature and blend multiple animations in it? Two armatures. Are there any cases where this would be bad? Join the community and help with design, development, docs and more. Boolean algebra of the lattice of subspaces of a vector space? Join merges all selected objects into the last selected Active object. The yearly event that brings the community together. It only takes a minute to sign up. Royal Skies 163K subscribers Join Subscribe 962 Share Save 36K views 10 months ago #Animation #3D #Blender There are very few. Lets bring our robots to life! % of people told us that this article helped them. Blender Stack Exchange is a question and answer site for people who use Blender to create 3D graphics, animations, or games. Espaol - Latinoamrica (Spanish - Latin America), http://blender.stackexchange.com/questions/21239/join-bones-in-a-armature, https://blender.stackexchange.com/questions/21239/join-bones-in-a-armature. But strictly only if the bone group colors do not match, otherwise just go ahead and merge them. Could you explain a bit more how it should move. That way it's at least explicit that color is a factor in this. Definitely had to watch it a few times to catch all that :). Press CTRL + P and select Armature Deform, With Automatic Weights. the default position/rotation/scale of its bones, as set in Edit Mode. I think these references should be redirected to Armature B. I agree. To subscribe to this RSS feed, copy and paste this URL into your RSS reader. How a top-ranked engineering school reimagined CS curriculum (Ep. Connect and share knowledge within a single location that is structured and easy to search. By clicking Accept all cookies, you agree Stack Exchange can store cookies on your device and disclose information in accordance with our Cookie Policy. The last selected armature is considered active (same concept works generally for objects) and previously selected ones are merged to it. Select the head of Shoulder.L and Extrude it 2 Blender units on the X-axis. I agree. Two animations. You really saved my life :). So as I'm using Mixamo it is a bit harder.. all the animations are available in the Dopesheet > Action Editor mode, but of course each animation will only animate the bones that they are prepared to animate, you may need to bring some corrections. Open Data. Latest news and updates on Blender development. How to merge/morph/transform an object into another object in Blender? To create this article, 10 people, some anonymous, worked to edit and improve it over time. Rename the new bone HandIK.L. P.S I tried to examine NLA editor but there was not so many tutorials on my topic. In this tutorial, you will learn how to rig an armature to animate your robot. I think these references should be redirected to Armature B. How do the interferometers on the drag-free satellite LISA receive power without altering their geodesic trajectory? MathJax reference. A- Running B- Jumping. >> armature_a.users_remap(armature_b) you usually get the current pose of the armature That should work. Bone names can clash, and then they need to be appended with a .001 in their name. Could a subterranean river or aquifer generate enough continuous momentum to power a waterwheel for the purpose of producing electricity? It will be awesome to able to download the asset. All object data is linked to the active object (which must be selected). First you need to press Ctrl+A and select all transforms. (Note: I tried doing this with the current bpy.ops.outliner.remap_users() operator, but it segfaulted.) the parented objects will move because their transform matrix and parent inverse matrix is not set. Press SHIFT + S and select Cursor to Center. time based on its definition. It doesn't help that I'm blind! This video demonstrates how to create a basic armature/skeleton for your character in blender. Calling operators should be avoided in Python code. Joining armatures is something that will become common in my workflow in the coming months and knowing this, I had to write an operator to facilitate this. > How about a choice With two different animations starting from different location seamlessly. "Signpost" puzzle from Tatham's collection, Generating points along line with specifying the origin of point generation in QGIS. As far as I can tell this isn't exposed to PyAPI? If you can, record yourself acting it out. User without create permission can create a custom object from Managed package using Custom Rest API. Vertex Groups (Currently in my script I set the transform matrix, but I guess changing the parent inverse matrix would be more correct.) Here are the current problems when simply trying to join two armatures: Bone Groups is the newest version. rev2023.5.1.43405. As you can see, an armature is like any other object type in Blender: It has an origin, a position, a rotation and a scale factor. Nope, I didn't try touch or look at the C code, I just slapped my Python operator together and called it a day for now. ^^) All object data is linked to the active object (which must be selected). By signing up you are agreeing to receive emails according to our privacy policy. Use the 1, 3, and 7 keys to adjust the X, Y, and Z axes and establish an armature's Anchor point. Act out the action. Thanks @Mike Belanger. Use MathJax to format equations. I would appreciate a careful review of the support files, and a response, as I am not the only person to encounter this issue. Set the Chain Length to 8 (because we made eight bones when we subdivide Arm and we need the chain to connect back to the body). i have 2 models which i have rigged up and i want to put them together, i made the body separate to the hands and i want to put them together, but how? Blenders Armature For Beginners_The Basics To Get Started PIXXO 3D 124K subscribers Join Subscribe 2.8K 93K views 2 years ago If you want to learn about armatures in Blender, then I believe. Learn more about Stack Overflow the company, and our products. Video reference is key for seeing subtle movements. I've added some timers to my python operator to show how just the Join operation is taking super long. But, I'd love to spend some of my free time banging my head against some C code again sometime :) (coding nights? > But strictly only if the bone group colors do not match, otherwise just go ahead and merge [vertex groups with the same name]. If I join them the other way around, the other armature does the same. Mode: Edit Mode. I actually don't mind if ppl add more infos. :eyes: If you're saying it should be, I certainly agree! Hi, I have appended a piece of armature into my current working character file. If you're just joining us, you will want to start with Part 1, Beginner Blender Tutorial: How to Model & Animate a Robot. Site design / logo 2023 Stack Exchange Inc; user contributions licensed under CC BY-SA. Just a nitpick, but I find it odd that joining complex rigs can take up to 10 seconds! Asking for help, clarification, or responding to other answers. Making statements based on opinion; back them up with references or personal experience. The following is a common process for animating with Blender. In this tutorial, you will learn how to rig an armature to animate your robot. > It is, but only if you spell it properly (my mistake) Next, select one armature, Shift+LMB to select the other armature(s) and then press Ctrl+J. {"smallUrl":"https:\/\/www.wikihow.com\/images\/thumb\/0\/0a\/Add-an-Armature-to-a-Figure-in-Blender-Step-1.jpg\/v4-460px-Add-an-Armature-to-a-Figure-in-Blender-Step-1.jpg","bigUrl":"\/images\/thumb\/0\/0a\/Add-an-Armature-to-a-Figure-in-Blender-Step-1.jpg\/v4-728px-Add-an-Armature-to-a-Figure-in-Blender-Step-1.jpg","smallWidth":460,"smallHeight":345,"bigWidth":728,"bigHeight":546,"licensing":"
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\n<\/p><\/div>"}, How to Rotate or Move an Objects Origin in Blender: Step-by-Step Tutorial, How to Add an Armature to a Figure in Blender. I now want to combine them into one armature. How can I rig multiple identical legs efficiently? A rig is the controls and strings that move a marionette (puppet). If your intent is to combine them into a single set of connected bones, you'll have to make the connections manually after you follow the procedure Mike described. Yes, this is exactly what the Parent Inverse matrix is for: to make it possible to change the parent without moving the object. It is, but only if you spell it properly (my mistake): https://docs.blender.org/api/master/bpy.types.ID.html#bpy.types.ID.user_remap and just like a real skeleton an armature can consist of many bones. In the next chapter, we will pose and keyframe our robot to audio. > vertex groups should be renamed along with the bones. Is there anyway to join these two armatures together while keeping all the weights and such? Here's a screenshot to show what i'm dealing with. User without create permission can create a custom object from Managed package using Custom Rest API. However, if the armatures weren't in the same place, the parented objects will move because their transform matrix and parent inverse matrix is not set. By clicking Accept all cookies, you agree Stack Exchange can store cookies on your device and disclose information in accordance with our Cookie Policy. Include your email address to get a message when this question is answered. Plan the animation. Fair use is a use permitted by copyright statute that might otherwise be infringing. Why are players required to record the moves in World Championship Classical games? You are not using the most up to date version of the documentation. Thanks for contributing an answer to Blender Stack Exchange! :D So, these vertex groups should be renamed along with the bones. It's a "Join" operation, not a "Delete an armature and add new bones to an unrelated armature that just by sheer coincidence happen to match what was deleted" operator. You can't 'join' an armature to a mesh in that way, only two or more meshes or armatures, but not one of each. To learn more, see our tips on writing great answers. Select the last bone, and rename it Hand.L. 2 Choose where you want the armature to be. Just a nitpick, but I find it odd that joining complex rigs can take up to 10 seconds! Is there such a thing as "right to be heard" by the authorities? Heck, there should be some convention to always expose operator code as non-operator functions for PyAPI, but that's another discussion :D This is the first in a blender mini-series on how to animate a. Using the keypad keys, 1, 3, and 7, you switch between the X axis, the Y axis, and the Z axis. This technique combines the formerly separate armature objects into a single armature object consisting of four discrete sets of bones. There are very few tutorials that show you how to move bones from one armature to another in Blender - It's really easy, so let me show you exactly how in the next 60 seconds-! This makes sure all the locations/rotations/scaling are applied. Idk since when, but in Blender 2.76b there is no more the "connect" option when you press CTRL+P (Set Parent). >> Do you have any idea where in the code this time is spent? Select both armatures, press: Ctrl+J, now one of the animations will fail Workaround:13. Blender Artists is an online creative forum that is dedicated to the growth and education of the 3D software Blender. bar_chart. Bone Groups of the active armature are preserved, but bone groups of the source armature(s) are completely nuked, or worse, assigned seemingly at random. 565), Improving the copy in the close modal and post notices - 2023 edition, New blog post from our CEO Prashanth: Community is the future of AI. Learn more Two of a Kind Blender: Merge Objects - Simply Explained In this case such bone groups could be suffixed with a .001 instead of being merged. Once everything you want to be joined is selected, click on the "Join" button in the object menu (as shown in the above image) or simply press "Ctrl + J". This point can't be emphasized enough: Know what you're going to animate and have an idea about the timing of the motion. > there should be some convention to always expose operator code as non-operator functions for PyAPI, but that's another discussion :D The animations are not assigned to any armature in particular, so you will be able to use any animation for any armature. Test files: Select HandIK.L and in the Properties panel, under the Bone tab, under Relations, click the x next to its name in the Parent field. What do hollow blue circles with a dot mean on the World Map? Episode about a group who book passage on a space ship controlled by an AI, who turns out to be a human who can't leave his ship? Press G to Grab and Z to move it only on the Z-axis, then enter -1, and press ENTER. Press S, X, enter -1 and press ENTER. . But then after joining it it has only one animation Jumping so the other Running animation disappear. Part 1, Beginner Blender Tutorial: How to Model & Animate a Robot. We use cookies to make wikiHow great. 28th January 2021. info License: CC-BY Free. Especially when the user doesn't know the color is the decisive factor here. https://docs.blender.org/api/master/bpy.types.ID.html#bpy.types.ID.user_remap. :) Changed status from 'Needs Triage' to: 'Confirmed'. To put the two together, select the mesh first, then the armature and click 'CTRL+P', then select 'with automatic weights'. What is Wario dropping at the end of Super Mario Land 2 and why? Asking for help, clarification, or responding to other answers. when joining and will not be applied to the active object. So you could swap. Materials, vertex groups, UV and Vertex layers will be merged. I'd like to know if the rest of the animation module agrees, and this is something that could go into Blender's Join operator, or if any of these changes are controversial. short story: select a bone, click the bone tab in the right side panel, then set its parent to a relevant bone and check the box "connected". When attempting to join the armatures, one of them seems to mostly disappear. To learn more, see our tips on writing great answers. These bones can be moved around and anything that they are attached to or associated with will move and deform in a similar way. To subscribe to this RSS feed, copy and paste this URL into your RSS reader. How to join two armatures with separate meshes? vertex groups should be renamed along with the bones. It can be linked to other scenes, and the same armature data can be reused on multiple objects. Rename this bone Shoulder.L. (Note that armature editing details are explained in Copy the n-largest files from a certain directory to the current one, Passing negative parameters to a wolframscript, Image of minimal degree representation of quasisimple group unique up to conjugacy, Adding EV Charger (100A) in secondary panel (100A) fed off main (200A). An armature in Blender can be thought of as similar to the armature of a real skeleton, All rights reserved. Object data has many attributes which may be handled when joining. What is the symbol (which looks similar to an equals sign) called? But it feels like this should just work without an addon. To keep things this way, we finance it through advertising and shopping links. [complex_armatures.blend](https://archive.blender.org/developer/F9577615/complex_armatures.blend) (For testing the speed) (Currently in my script I set the transform matrix, but I guess changing the parent inverse matrix would be more correct.). Select both armatures, press: Ctrl+J, now both of the animations will work One more thing:If there are some meshes weightpainted for the bones. Yes, bones. In Blender, rigging is the process of connecting an armature to a mesh to make it move. That said, I hope you didn't weight paint anything yet, because if so, you may have to rename some of your bones' VGs. These bones can be moved around and anything that they are attached to or Press E to Extrude a new bone and X to constrain it to the X-axis. (Note: I tried doing this with the current bpy.ops.outliner.remap_users() operator, but it segfaulted.). Press ALT + G to reset the pose. the armatures editing section.). All tip submissions are carefully reviewed before being published. License. To parent and/or connect bones, you can: In the 3D Viewport, select the bone and then its future parent, and press Ctrl-P (or Armature Parent Make Parent. Sticking to the above A->B example, armature modifiers that were referencing A now reference nothing. That's fine, but in this case the objects that were rigged with the original bone names now have vertex group names that did not get renamed. This is cool stuff, nicely explained. So, these vertex groups should be renamed along with the bones. All trademarks are property of their respective owners in the US and other countries. Browse other questions tagged, Start here for a quick overview of the site, Detailed answers to any questions you might have, Discuss the workings and policies of this site. Holding SHIFT, select Shoulder, Arms, Hand and IK bones. Make sure it's tailside to headside. Joining two armatures and keeping weights, Scan this QR code to download the app now. By using our site, you agree to our. Do you have any idea where in the code this time is spent? September 13, 2007, 7:15am 2 Select (use shift to select multiple) the armatures in Object Mode and hit ctrl-j, enter to join the armatures. Latest development updates, by Blender developers. As usual the solution is super simple, hehe. I put together an armature for a four legged creature, but I had to make each leg armature separate. Apply the single sculpted shape to 24 shape keys with a single click. Perhaps this can be applied more generally, so that when any objects are joined into an object O, all references to the merged objects should be remapped to O? Last updated on 05/01/2023. Then press ENTER. Site design / logo 2023 Stack Exchange Inc; user contributions licensed under CC BY-SA. But, I'd love to spend some of my free time banging my head against some C code again sometime :) (coding nights? Intro to Rigging an Armature to a character in Blender 3.0how to Rig a character in BlenderSupport me as an ArtistJoin this channel to get access to perks:ht. But jumping from position where A-Run stops. It could happen that identically named bone groups have different colors, in which case this color data will be lost. Thanks for contributing an answer to Blender Stack Exchange! In this case it would be best to "merge" these bone groups. In the IK panel, in the Target field, select Armature and in the Bone field select HandIK.L. This article has been viewed 62,042 times. Download the latest Blender version, or try the beta! Then shift-select the spine bone last. Grab HandIK.L with G and move it on the X-axis .25: X, .25, ENTER. **Speed** But strictly only if the bone group colors do not match, otherwise just go ahead and merge them. Deleting a branch is permanent. Here's how to join two objects: Left-click to select the first object, one which you don't want to be the parent. (unless you enable the Rest Position button of the Armature panel). I'd like to know if the rest of the animation module agrees, and this is something that could go into Blender's Join operator, or if any of these changes are controversial. Making statements based on opinion; back them up with references or personal experience. @ihavenowingss You can click to cancel the . It only takes a minute to sign up. > armature_a.users_remap(armature_b) Adding an armature in Blender can be difficult, but soon it can become easy to do. This will divide Arm into eight bones. It is, but only if you spell it properly (my mistake): https://docs.blender.org/api/master/bpy.types.ID.html#bpy.types.ID.user_remap, there should be some convention to always expose operator code as non-operator functions for PyAPI, but that's another discussion :D, Ok, if "the C code" is the best we get, that's fine :), It is, but only if you spell it properly (my mistake). Speed Continue? Especially when the user doesn't know the color is the decisive factor here. I think these references should be redirected to Armature B. CC @dr.sybren @jpbouza-4 @LucianoMunoz and any other people interested in rigging, for opinions :). You should be able to call `armature_a.users_remap(armature_b)` and maybe also `armature_object_a.users_remap(armature_object_b)`. This is something I just might be able to implement myself, but I'd rather let a competent developer do it, if there are any volunteers. An "armature" is a type of object used for rigging. both arms are complete and weighted, but I want the two armatures that are weighted to the meshes to be put into one. Select HandIK.L and grab it with G to move it around and see that it works properly. This doesn't work either. Select HandIK.L and scale it up with CTRL + ALT + S and enter 4. Grab the HandIKs and move them around to see that everything works properly. (Currently in my script I set the transform matrix, but I guess changing the parent inverse matrix would be more correct.) Is there an easy way to do this? I agree (on both statements ;-) ) You can combine the bones into a single armature using the method Mike outlined. Stay up-to-date with the new features in the latest Blender releases. That's fine, but in this case the objects that were rigged with the original bone names now have vertex group names that did not get renamed. If several curves are joined, each one will keep its subtype (NURBS or Bzier). Maybe some low hanging fruit optimization is possible there? Download (74.5 MB) arrow_drop_down. How did you just click G without pressing Z or middle mouse button to lock the translation to Z axis? >> In #84750#1095571, @Mets wrote: Sometimes two armatures will have bone groups with the same name. Select hair, THEN armature. )https://www.patreon.com/RoyalSkiesTwitter at: https://twitter.com/TheRoyalSkiesBlender RIGGING \u0026 ANIMATION SERIES:https://www.youtube.com/watch?v=6Km2COZGYA0\u0026list=PLZpDYt0cyiut1oZv6zyWgDnyBJu4U1jwJ\u0026index=3\u0026t=0sAnime Shader Tutorial Series: https://www.youtube.com/playlist?list=PLZpDYt0cyiusDdsgdb9FgfT7onV7th8mJBlender MODELING SERIES: https://www.youtube.com/watch?v=mBSDB1EYGAU\u0026list=PLZpDYt0cyiutkKkIZgrja6Hdr9e5prBsu\u0026index=9Intro To Unity Programming FULL Series:https://www.youtube.com/playlist?list=PLZpDYt0cyiusT185fsSTEU1ecr8CcTYMPIf you're a gamer, check out my latest game on itch.io!https://royalskies.itch.io/macrophageI also have a steam game that combines Starfox with Ikaruga gameplay!It took over 3 years to create :) https://store.steampowered.com/app/652890/Vanguard_Knights/As always, thank you so much for watching, please have a fantastic day, and see you around!- Royal Skies -#3D#Animation#Blender-------------------------------Copyright Disclaimer: Under Section 107 of the Copyright Act 1976, allowance is made for \"fair use\" for purposes such as criticism, comment, news reporting, teaching, scholarship, and research.
blender join armatures