Making this character jump - /3/ (#1015711)

Anonymous
7/23/2025, 4:04:48 PM No.1015711
SheWillJump
SheWillJump
md5: 91355fee9f3d70473a85d538d2a542b9🔍
In this thread I will be making a character jump.
Even if it kills me.
Anonymous
7/23/2025, 4:08:17 PM No.1015712
unaligned
unaligned
md5: e04a9ad5c1aaf717f8e8198a1f15b343🔍
The story so far:
After downloading a .glb file and loading it into Blender I met my first hurdle. My character is composed of multiple separate meshes. After combining the meshes into a single mesh I then parented it to the armature.
This led to the second hurdle, the mesh and armature are no longer aligned in the view window.
Replies: >>1015713
Anonymous
7/23/2025, 4:10:35 PM No.1015713
>>1015712
>After combining the meshes into a single mesh
there's no need to do that, you can parent multiple meshes to the same armature
Replies: >>1015716
Anonymous
7/23/2025, 4:20:43 PM No.1015714
reset
reset
md5: bb7d284022ccc429252c584443aec78d🔍
Pressing Ctrl+A > All transformations for the mesh and armature, then parenting the mesh and armature again fixed this.
Anonymous
7/23/2025, 4:29:07 PM No.1015716
moving arm in pose mode
moving arm in pose mode
md5: 3ccdff76272bb0ec0f59d4eef8a918be🔍
>>1015713
>there's no need to do that, you can parent multiple meshes to the same armature
Ok, I don't understand why I would or would not want to combine/separate the meshes. My new hurdle is that when I use the move (G) command in pose mode, my arm falls off.
Replies: >>1015719 >>1015721
Anonymous
7/23/2025, 4:46:32 PM No.1015717
moving armature in pose mode
moving armature in pose mode
md5: e175be99677f9ffae64f42261848d158🔍
I deleted all existing vertex groups, applied transforms again (Ctrl + A > All Transforms) and re-parented. Now my armature moves but not my mesh.
Replies: >>1015722
Anonymous
7/23/2025, 5:12:49 PM No.1015719
>>1015716
Well it makes weight painting easier and you can hide parts of the model seperately for one.

Or say, if one of your arms wasnt correctly weighted, you wouldnt have to redo the entire mesh...
Replies: >>1015723
Anonymous
7/23/2025, 5:24:55 PM No.1015721
>>1015716
>I don't understand why I would or would not want to combine/separate the meshes
Every distinct mesh calls the gpu to render it. More distinct meshes more draw calls. It's more optimal to combine meshes, but it's not relevant in pre rendered projects.
Replies: >>1015723
Anonymous
7/23/2025, 5:29:56 PM No.1015722
deformed hair
deformed hair
md5: fec0df44635dbdbd46a4cade76485379🔍
>>1015717
I couldn't figure out how to fix this so I restarted with the original .glb file. Now the bones move the mesh again but for some reason the L_leg bone moves the right hair strand
Replies: >>1015725
Anonymous
7/23/2025, 5:33:03 PM No.1015723
>>1015719
>>1015721
Ok, I will stick with the separate meshes. I learned a bit more about the Blender GUI today and also weight painting. I'm taking a break now.
Anonymous
7/23/2025, 5:36:51 PM No.1015725
>>1015722
Select the hair strand, find its data and delete the vertex group tied to the leg bone