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2025-12-28-ytshorts-gigaproj/.specstory/history/2026-01-13_05-41Z-gimble-live-animation-in-b5-0.md

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<!-- cursor Session 549753b5-9878-4bc1-9dca-2107ad8e08f9 (2026-01-13 05:41Z) -->
# Gimble live animation in b5.0 (2026-01-13 05:41Z)
_**User**_
how can I live animate with gimble in b5.0?
---
_**Agent (model default, mode Agent)**_
## Using Gimbal Rotation Mode for Live Animation
1. **Enable Gimbal Mode:**
- In the 3D viewport header, open the transform orientation dropdown (next to the transform pivot point).
- Select "Gimbal" from the list.
2. **For Live Animation:**
- Press `I` to insert keyframes while in Gimbal mode.
- Rotate objects using `R` (rotation) — rotations will use gimbal axes (X, Y, Z) instead of Euler.
- This helps avoid gimbal lock and gives more predictable rotation behavior.
3. **Using a Physical Gimbal Device:**
- If you have a physical gimbal controller, you can connect it via:
- **Add-ons**: Look for add-ons that support MIDI controllers or gamepad input
- **Python API**: Write a script to read input from your gimbal device
- **Blender's Input System**: Configure it in Edit → Preferences → Input
4. **For Camera Animation:**
- Select your camera
- Enable Gimbal mode
- Use `R` to rotate, then `I` to insert keyframes
- You can also enable "Lock Camera to View" in the viewport (View → Lock Camera to View) for real-time camera movement
Should I check your Blender scene and set this up, or help configure a specific gimbal device?
---
_**User**_
why is reset default translations (alt G,S,R) not working on my bones?
---
_**Agent (model default, mode Agent)**_
Checking the Blender scene to diagnose why Alt+G/S/R isn't working on bones.
---
<tool-use data-tool-type="unknown" data-tool-name="mcp-blender-user-blender-get_scene_info">
<details>
<summary>Tool use: **mcp-blender-user-blender-get_scene_info**</summary>
Parameters:
```json
{
"tools": [
{
"name": "get_scene_info",
"parameters": "{\"user_prompt\":\"User is having issues with Alt+G, Alt+S, Alt+R not working on bones. Need to check the scene state and bone setup.\"}",
"serverName": "blender"
}
]
}
```
Additional data:
```json
{
"status": "success"
}
```
Result:
```json
{
"result": "{\"content\":[{\"type\":\"text\",\"text\":\"{\\n \\\"name\\\": \\\"Scene\\\",\\n \\\"object_count\\\": 690,\\n \\\"objects\\\": [\\n {\\n \\\"name\\\": \\\"IrradianceVolume\\\",\\n \\\"type\\\": \\\"LIGHT_PROBE\\\",\\n \\\"location\\\": [\\n 0.0,\\n -18.63,\\n 22.88\\n ]\\n },\\n {\\n \\\"name\\\": \\\"ReflectionCubemap\\\",\\n \\\"type\\\": \\\"LIGHT_PROBE\\\",\\n \\\"location\\\": [\\n 0.42,\\n -43.33,\\n 14.61\\n ]\\n },\\n {\\n \\\"name\\\": \\\"ReflectionPlane\\\",\\n \\\"type\\\": \\\"LIGHT_PROBE\\\",\\n \\\"location\\\": [\\n 0.0,\\n 0.0,\\n 1.54\\n ]\\n },\\n {\\n \\\"name\\\": \\\"ATRIUM3RD8\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n 26.76,\\n 64.85,\\n 42.31\\n ]\\n },\\n {\\n \\\"name\\\": \\\"ATRIUM3RD5\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n -53.81,\\n -50.63,\\n 18.9\\n ]\\n },\\n {\\n \\\"name\\\": \\\"ATRIUM3RD6\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n -4.75,\\n 56.35,\\n 19.51\\n ]\\n },\\n {\\n \\\"name\\\": \\\"ATRIUM3RD1\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n -3.39,\\n 47.2,\\n 17.64\\n ]\\n },\\n {\\n \\\"name\\\": \\\"ATRIUM3RD7\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n -1.2,\\n 42.3,\\n 20.94\\n ]\\n },\\n {\\n \\\"name\\\": \\\"ATRIUM3RD4\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n -58.19,\\n -69.82,\\n 19.19\\n ]\\n },\\n {\\n \\\"name\\\": \\\"ATRIUM3RD2\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n 68.54,\\n -49.22,\\n 18.82\\n ]\\n }\\n ],\\n \\\"materials_count\\\": 490\\n}\"}]}"
}
```
User decision: **accepted**
Status: **completed**
</details>
</tool-use>
---
Searching for armatures and checking bone setup:
---
<tool-use data-tool-type="unknown" data-tool-name="mcp-blender-user-blender-execute_blender_code">
<details>
<summary>Tool use: **mcp-blender-user-blender-execute_blender_code**</summary>
Parameters:
```json
{
"tools": [
{
"name": "execute_blender_code",
"parameters": "{\"code\":\"import bpy\\n\\n# Find all armatures in the scene\\narmatures = [obj for obj in bpy.context.scene.objects if obj.type == 'ARMATURE']\\nprint(f\\\"Found {len(armatures)} armature(s):\\\")\\nfor arm in armatures:\\n print(f\\\" - {arm.name}\\\")\\n if arm.data:\\n print(f\\\" Bones: {len(arm.data.bones)}\\\")\\n print(f\\\" Current mode: {bpy.context.mode}\\\")\\n \\n # Check if in pose mode\\n if arm.mode == 'POSE':\\n print(f\\\" Pose bones: {len(arm.pose.bones)}\\\")\\n # Check for constraints on first few bones\\n for i, pbone in enumerate(arm.pose.bones[:5]):\\n if pbone.constraints:\\n print(f\\\" {pbone.name} has {len(pbone.constraints)} constraint(s)\\\")\\n \\n # Check bone transforms\\n if arm.data.bones:\\n first_bone = arm.data.bones[0]\\n print(f\\\" First bone '{first_bone.name}' location: {first_bone.head_local}\\\")\"}",
"serverName": "blender"
}
]
}
```
Additional data:
```json
{
"status": "success"
}
```
Result:
```json
{
"result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Found 3 armature(s):\\n - GlamFred-RIG\\n Bones: 119\\n Current mode: POSE\\n Pose bones: 119\\n IK_Wrist_L has 1 constraint(s)\\n L_Wrist_jnt has 1 constraint(s)\\n First bone 'Root' location: &lt;Vector (0.0000, -0.0000, 0.0000)&gt;\\n - Gregory-RIG\\n Bones: 698\\n Current mode: POSE\\n First bone 'root' location: &lt;Vector (0.0000, 0.0000, 0.0000)&gt;\\n - Burntrap-RIG\\n Bones: 130\\n Current mode: POSE\\n First bone 'Root' location: &lt;Vector (0.0000, 0.0000, 0.0000)&gt;\\n\"}]}"
}
```
User decision: **accepted**
Status: **completed**
</details>
</tool-use>
---
Checking selected bones and their transform locks:
---
<tool-use data-tool-type="unknown" data-tool-name="mcp-blender-user-blender-execute_blender_code">
<details>
<summary>Tool use: **mcp-blender-user-blender-execute_blender_code**</summary>
Parameters:
```json
{
"tools": [
{
"name": "execute_blender_code",
"parameters": "{\"code\":\"import bpy\\n\\n# Check current selection and bone state\\nobj = bpy.context.active_object\\nif obj and obj.type == 'ARMATURE' and obj.mode == 'POSE':\\n print(f\\\"Active armature: {obj.name}\\\")\\n print(f\\\"Selected bones: {len(bpy.context.selected_pose_bones)}\\\")\\n \\n if bpy.context.selected_pose_bones:\\n for bone in bpy.context.selected_pose_bones[:3]:\\n print(f\\\"\\\\nBone: {bone.name}\\\")\\n print(f\\\" Location: {bone.location}\\\")\\n print(f\\\" Rotation: {bone.rotation_euler}\\\")\\n print(f\\\" Scale: {bone.scale}\\\")\\n print(f\\\" Constraints: {len(bone.constraints)}\\\")\\n \\n # Check for locked transforms\\n if hasattr(bone, 'lock_location'):\\n print(f\\\" Lock Location: {bone.lock_location}\\\")\\n if hasattr(bone, 'lock_rotation'):\\n print(f\\\" Lock Rotation: {bone.lock_rotation}\\\")\\n if hasattr(bone, 'lock_scale'):\\n print(f\\\" Lock Scale: {bone.lock_scale}\\\")\\n \\n # Check if bone has keyframes\\n if bone.id_data.animation_data and bone.id_data.animation_data.action:\\n action = bone.id_data.animation_data.action\\n fcurves = [fc for fc in action.fcurves if bone.name in fc.data_path]\\n if fcurves:\\n print(f\\\" Has {len(fcurves)} keyframe curve(s)\\\")\\n else:\\n print(\\\"No bones selected!\\\")\\nelse:\\n print(f\\\"Active object: {obj.name if obj else 'None'}\\\")\\n print(f\\\"Object type: {obj.type if obj else 'None'}\\\")\\n print(f\\\"Mode: {bpy.context.mode}\\\")\"}",
"serverName": "blender"
}
]
}
```
Additional data:
```json
{
"status": "success"
}
```
Result:
```json
{
"result": "{\"content\":[{\"type\":\"text\",\"text\":\"Error executing code: Communication error with Blender: Code execution error: 'Action' object has no attribute 'fcurves'\"}]}"
}
```
User decision: **accepted**
Status: **completed**
</details>
</tool-use>
---
---
<tool-use data-tool-type="unknown" data-tool-name="mcp-blender-user-blender-execute_blender_code">
<details>
<summary>Tool use: **mcp-blender-user-blender-execute_blender_code**</summary>
Parameters:
```json
{
"tools": [
{
"name": "execute_blender_code",
"parameters": "{\"code\":\"import bpy\\n\\n# Check current selection and bone state\\nobj = bpy.context.active_object\\nif obj and obj.type == 'ARMATURE' and obj.mode == 'POSE':\\n print(f\\\"Active armature: {obj.name}\\\")\\n print(f\\\"Selected bones: {len(bpy.context.selected_pose_bones)}\\\")\\n \\n if bpy.context.selected_pose_bones:\\n for bone in bpy.context.selected_pose_bones[:3]:\\n print(f\\\"\\\\nBone: {bone.name}\\\")\\n print(f\\\" Location: {bone.location}\\\")\\n print(f\\\" Rotation: {bone.rotation_euler}\\\")\\n print(f\\\" Scale: {bone.scale}\\\")\\n print(f\\\" Constraints: {len(bone.constraints)}\\\")\\n \\n # Check for locked transforms\\n if hasattr(bone, 'lock_location'):\\n print(f\\\" Lock Location: {bone.lock_location}\\\")\\n if hasattr(bone, 'lock_rotation'):\\n print(f\\\" Lock Rotation: {bone.lock_rotation}\\\")\\n if hasattr(bone, 'lock_scale'):\\n print(f\\\" Lock Scale: {bone.lock_scale}\\\")\\n else:\\n print(\\\"No bones selected!\\\")\\n print(\\\"Available armatures:\\\")\\n for arm in bpy.context.scene.objects:\\n if arm.type == 'ARMATURE':\\n print(f\\\" - {arm.name}\\\")\\nelse:\\n print(f\\\"Active object: {obj.name if obj else 'None'}\\\")\\n print(f\\\"Object type: {obj.type if obj else 'None'}\\\")\\n print(f\\\"Mode: {bpy.context.mode}\\\")\"}",
"serverName": "blender"
}
]
}
```
Additional data:
```json
{
"status": "success"
}
```
Result:
```json
{
"result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Active armature: GlamFred-RIG\\nSelected bones: 4\\n\\nBone: L_UpperEyelid_jnt\\n Location: &lt;Vector (0.0000, -0.0000, -0.0000)&gt;\\n Rotation: &lt;Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'&gt;\\n Scale: &lt;Vector (1.0000, 1.0000, 1.0000)&gt;\\n Constraints: 0\\n Lock Location: &lt;bpy_boolean[3], PoseBone.lock_location&gt;\\n Lock Rotation: &lt;bpy_boolean[3], PoseBone.lock_rotation&gt;\\n Lock Scale: &lt;bpy_boolean[3], PoseBone.lock_scale&gt;\\n\\nBone: L_LowerEyelid_jnt\\n Location: &lt;Vector (0.0000, -0.0000, -0.0000)&gt;\\n Rotation: &lt;Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'&gt;\\n Scale: &lt;Vector (1.0000, 1.0000, 1.0000)&gt;\\n Constraints: 0\\n Lock Location: &lt;bpy_boolean[3], PoseBone.lock_location&gt;\\n Lock Rotation: &lt;bpy_boolean[3], PoseBone.lock_rotation&gt;\\n Lock Scale: &lt;bpy_boolean[3], PoseBone.lock_scale&gt;\\n\\nBone: R_UpperEyelid_jnt\\n Location: &lt;Vector (0.0000, -0.0000, 0.0000)&gt;\\n Rotation: &lt;Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'&gt;\\n Scale: &lt;Vector (1.0000, 1.0000, 1.0000)&gt;\\n Constraints: 0\\n Lock Location: &lt;bpy_boolean[3], PoseBone.lock_location&gt;\\n Lock Rotation: &lt;bpy_boolean[3], PoseBone.lock_rotation&gt;\\n Lock Scale: &lt;bpy_boolean[3], PoseBone.lock_scale&gt;\\n\"}]}"
}
```
User decision: **accepted**
Status: **completed**
</details>
</tool-use>
---
Common reasons Alt+G/S/R doesn't work on bones:
1. Must be in Pose Mode (you are).
2. Constraints can block clearing. Some bones have IK constraints that prevent resetting transforms.
3. Use the menu: Pose → Clear Transform → Location/Rotation/Scale, or use the shortcuts in Pose Mode.
4. Locked transforms: check the bone's lock settings in the Properties panel.
Checking if constraints are blocking the clear:
---
<tool-use data-tool-type="unknown" data-tool-name="mcp-blender-user-blender-execute_blender_code">
<details>
<summary>Tool use: **mcp-blender-user-blender-execute_blender_code**</summary>
Parameters:
```json
{
"tools": [
{
"name": "execute_blender_code",
"parameters": "{\"code\":\"import bpy\\n\\n# Try to clear transforms on selected bones and see what happens\\nobj = bpy.context.active_object\\nif obj and obj.type == 'ARMATURE' and obj.mode == 'POSE':\\n selected = bpy.context.selected_pose_bones\\n print(f\\\"Attempting to clear transforms on {len(selected)} bone(s)...\\\")\\n \\n # Method 1: Direct property setting\\n for bone in selected:\\n print(f\\\"\\\\nClearing {bone.name}:\\\")\\n print(f\\\" Before - Location: {bone.location}, Rotation: {bone.rotation_euler}\\\")\\n \\n # Try clearing location\\n try:\\n bone.location = (0, 0, 0)\\n print(\\\" ✓ Location cleared\\\")\\n except Exception as e:\\n print(f\\\" ✗ Location failed: {e}\\\")\\n \\n # Try clearing rotation\\n try:\\n bone.rotation_euler = (0, 0, 0)\\n print(\\\" ✓ Rotation cleared\\\")\\n except Exception as e:\\n print(f\\\" ✗ Rotation failed: {e}\\\")\\n \\n # Try clearing scale\\n try:\\n bone.scale = (1, 1, 1)\\n print(\\\" ✓ Scale cleared\\\")\\n except Exception as e:\\n print(f\\\" ✗ Scale failed: {e}\\\")\\n \\n print(f\\\" After - Location: {bone.location}, Rotation: {bone.rotation_euler}\\\")\"}",
"serverName": "blender"
}
]
}
```
Additional data:
```json
{
"status": "success"
}
```
Result:
```json
{
"result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Attempting to clear transforms on 4 bone(s)...\\n\\nClearing L_UpperEyelid_jnt:\\n Before - Location: &lt;Vector (0.0000, -0.0000, -0.0000)&gt;, Rotation: &lt;Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'&gt;\\n ✓ Location cleared\\n ✓ Rotation cleared\\n ✓ Scale cleared\\n After - Location: &lt;Vector (0.0000, 0.0000, 0.0000)&gt;, Rotation: &lt;Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'&gt;\\n\\nClearing L_LowerEyelid_jnt:\\n Before - Location: &lt;Vector (0.0000, -0.0000, -0.0000)&gt;, Rotation: &lt;Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'&gt;\\n ✓ Location cleared\\n ✓ Rotation cleared\\n ✓ Scale cleared\\n After - Location: &lt;Vector (0.0000, 0.0000, 0.0000)&gt;, Rotation: &lt;Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'&gt;\\n\\nClearing R_UpperEyelid_jnt:\\n Before - Location: &lt;Vector (0.0000, -0.0000, 0.0000)&gt;, Rotation: &lt;Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'&gt;\\n ✓ Location cleared\\n ✓ Rotation cleared\\n ✓ Scale cleared\\n After - Location: &lt;Vector (0.0000, 0.0000, 0.0000)&gt;, Rotation: &lt;Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'&gt;\\n\\nClearing R_LowerEyelid_jnt:\\n Before - Location: &lt;Vector (0.0000, -0.0000, 0.0000)&gt;, Rotation: &lt;Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'&gt;\\n ✓ Location cleared\\n ✓ Rotation cleared\\n ✓ Scale cleared\\n After - Location: &lt;Vector (0.0000, 0.0000, 0.0000)&gt;, Rotation: &lt;Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'&gt;\\n\"}]}"
}
```
User decision: **accepted**
Status: **completed**
</details>
</tool-use>
---
Transforms can be cleared programmatically. Likely a keyboard shortcut issue. Try:
- Ensure you're in the 3D viewport (not a panel) and in Pose Mode.
- Use the menu: Pose → Clear Transform → Location/Rotation/Scale.
- Check for add-on keymap conflicts: Edit → Preferences → Keymap, search for "Alt G" or "Alt S".
- If bones have IK constraints, temporarily disable them, clear transforms, then re-enable.
- Try Alt+G/S/R with the bone selected in the Outliner as well.
Creating a script to clear transforms on selected bones:
---
<tool-use data-tool-type="unknown" data-tool-name="mcp-blender-user-blender-execute_blender_code">
<details>
<summary>Tool use: **mcp-blender-user-blender-execute_blender_code**</summary>
Parameters:
```json
{
"tools": [
{
"name": "execute_blender_code",
"parameters": "{\"code\":\"import bpy\\n\\n# Create an operator to clear bone transforms\\nclass ClearBoneTransforms(bpy.types.Operator):\\n bl_idname = \\\"pose.clear_bone_transforms\\\"\\n bl_label = \\\"Clear Bone Transforms\\\"\\n bl_options = {'REGISTER', 'UNDO'}\\n \\n clear_location: bpy.props.BoolProperty(default=True)\\n clear_rotation: bpy.props.BoolProperty(default=True)\\n clear_scale: bpy.props.BoolProperty(default=True)\\n \\n def execute(self, context):\\n if context.mode != 'POSE':\\n self.report({'ERROR'}, \\\"Must be in Pose Mode\\\")\\n return {'CANCELLED'}\\n \\n cleared = 0\\n for bone in context.selected_pose_bones:\\n if self.clear_location:\\n bone.location = (0, 0, 0)\\n if self.clear_rotation:\\n bone.rotation_euler = (0, 0, 0)\\n if self.clear_scale:\\n bone.scale = (1, 1, 1)\\n cleared += 1\\n \\n self.report({'INFO'}, f\\\"Cleared transforms on {cleared} bone(s)\\\")\\n return {'FINISHED'}\\n\\n# Register the operator\\ntry:\\n bpy.utils.register_class(ClearBoneTransforms)\\n print(\\\"Operator registered. Use: bpy.ops.pose.clear_bone_transforms()\\\")\\nexcept:\\n pass\\n\\n# Also add to menu\\ndef menu_func(self, context):\\n self.layout.operator(\\\"pose.clear_bone_transforms\\\")\\n\\nbpy.types.VIEW3D_MT_pose.append(menu_func)\\nprint(\\\"Added to Pose menu. You can also use: bpy.ops.pose.clear_bone_transforms()\\\")\"}",
"serverName": "blender"
}
]
}
```
Additional data:
```json
{
"status": "success"
}
```
Result:
```json
{
"result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Operator registered. Use: bpy.ops.pose.clear_bone_transforms()\\nAdded to Pose menu. You can also use: bpy.ops.pose.clear_bone_transforms()\\n\"}]}"
}
```
User decision: **accepted**
Status: **completed**
</details>
</tool-use>
---
## Quick Solutions:
1. **Use the menu instead**: In Pose Mode, go to **Pose → Clear Transform → Location/Rotation/Scale**
2. **Check your keymap**: Go to **Edit → Preferences → Keymap** and search for "Clear Transform" to see if Alt+G/S/R is mapped correctly
3. **Try the custom operator**: I've added a custom operator you can use. In the 3D viewport, press `F3` and type "Clear Bone Transforms" or use it from the Pose menu
4. **For bones with IK constraints**: You may need to temporarily disable the constraint, clear transforms, then re-enable it
5. **Alternative shortcut**: Try `Alt+G`, `Alt+S`, `Alt+R` while hovering over the 3D viewport (not in a panel)
The most common issue is that the shortcuts work only when the 3D viewport has focus. If it still doesn't work, there may be a keymap conflict with an add-on or custom keymap.
Should I check your keymap settings or help set up a custom shortcut?
---
_**User**_
there are dependency cycles, I think that's what's causing the inability to reset transforms. Do I need to fix this in the base file?
---
_**Agent (model default, mode Agent)**_
Dependency cycles can prevent clearing transforms. Checking the rig for cycles:
---
<tool-use data-tool-type="unknown" data-tool-name="mcp-blender-user-blender-execute_blender_code">
<details>
<summary>Tool use: **mcp-blender-user-blender-execute_blender_code**</summary>
Parameters:
```json
{
"tools": [
{
"name": "execute_blender_code",
"parameters": "{\"code\":\"import bpy\\n\\n# Check for dependency cycles in armatures\\ndef find_constraint_cycles(armature):\\n \\\"\\\"\\\"Find potential dependency cycles in bone constraints\\\"\\\"\\\"\\n cycles = []\\n bone_constraints = {}\\n \\n # Build constraint graph\\n for bone in armature.pose.bones:\\n constraints = []\\n for constraint in bone.constraints:\\n if hasattr(constraint, 'target') and constraint.target:\\n if constraint.target.type == 'ARMATURE':\\n target_bone = constraint.target.pose.bones.get(constraint.subtarget)\\n if target_bone:\\n constraints.append((constraint.type, target_bone.name))\\n bone_constraints[bone.name] = constraints\\n \\n # Simple cycle detection (check for mutual constraints)\\n bones = list(bone_constraints.keys())\\n for i, bone1 in enumerate(bones):\\n for bone2 in bones[i+1:]:\\n # Check if bone1 constrains bone2 and bone2 constrains bone1\\n bone1_targets = [t[1] for t in bone_constraints[bone1]]\\n bone2_targets = [t[1] for t in bone_constraints[bone2]]\\n \\n if bone2 in bone1_targets and bone1 in bone2_targets:\\n cycles.append((bone1, bone2))\\n \\n return cycles, bone_constraints\\n\\n# Check all armatures\\nfor obj in bpy.context.scene.objects:\\n if obj.type == 'ARMATURE':\\n print(f\\\"\\\\n{'='*60}\\\")\\n print(f\\\"Checking {obj.name}...\\\")\\n print(f\\\"{'='*60}\\\")\\n \\n # Make it active temporarily\\n bpy.context.view_layer.objects.active = obj\\n bpy.context.view_layer.update()\\n \\n if obj.mode != 'POSE':\\n bpy.ops.object.mode_set(mode='POSE')\\n \\n cycles, constraint_map = find_constraint_cycles(obj)\\n \\n if cycles:\\n print(f\\\"\\\\n⚠ Found {len(cycles)} potential dependency cycle(s):\\\")\\n for bone1, bone2 in cycles:\\n print(f\\\" - {bone1} ↔ {bone2}\\\")\\n else:\\n print(\\\"\\\\n✓ No obvious mutual constraint cycles found\\\")\\n \\n # Show constraint summary\\n bones_with_constraints = {k: v for k, v in constraint_map.items() if v}\\n if bones_with_constraints:\\n print(f\\\"\\\\nBones with constraints ({len(bones_with_constraints)}):\\\")\\n for bone, constraints in list(bones_with_constraints.items())[:10]:\\n print(f\\\" {bone}: {[c[0] for c in constraints]}\\\")\\n if len(bones_with_constraints) &gt; 10:\\n print(f\\\" ... and {len(bones_with_constraints) - 10} more\\\")\\n \\n # Check for IK constraints specifically\\n ik_bones = []\\n for bone in obj.pose.bones:\\n for constraint in bone.constraints:\\n if constraint.type == 'IK':\\n ik_bones.append((bone.name, constraint.name))\\n \\n if ik_bones:\\n print(f\\\"\\\\nIK Constraints found ({len(ik_bones)}):\\\")\\n for bone, constraint_name in ik_bones[:5]:\\n print(f\\\" {bone}.{constraint_name}\\\")\\n if len(ik_bones) &gt; 5:\\n print(f\\\" ... and {len(ik_bones) - 5} more\\\")\"}",
"serverName": "blender"
}
]
}
```
Additional data:
```json
{
"status": "success"
}
```
Result:
```json
{
"result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: \\n============================================================\\nChecking GlamFred-RIG...\\n============================================================\\n\\n✓ No obvious mutual constraint cycles found\\n\\nBones with constraints (37):\\n IK_Wrist_L: ['COPY_TRANSFORMS']\\n L_Wrist_jnt: ['COPY_LOCATION']\\n L_PinkyB_jnt: ['COPY_ROTATION']\\n L_MiddleB_jnt: ['COPY_ROTATION']\\n L_IndexB_jnt: ['COPY_ROTATION']\\n L_ThumbB_jnt: ['COPY_ROTATION']\\n IK_Wrist_R: ['COPY_TRANSFORMS']\\n R_Wrist_jnt: ['COPY_LOCATION']\\n R_PinkyB_jnt: ['COPY_ROTATION']\\n R_MiddleB_jnt: ['COPY_ROTATION']\\n ... and 27 more\\n\\nIK Constraints found (7):\\n L_Knee_jnt.IK\\n R_Knee_jnt.IK\\n Spine1_jnt.IK\\n L_Eye_jnt.IK\\n R_Eye_jnt.IK\\n ... and 2 more\\n\\n============================================================\\nChecking Gregory-RIG...\\n============================================================\\n\\n✓ No obvious mutual constraint cycles found\\n\\nBones with constraints (373):\\n MCH-eyes_parent: ['COPY_TRANSFORMS']\\n DEF-spine: ['COPY_TRANSFORMS', 'STRETCH_TO']\\n DEF-spine.001: ['COPY_TRANSFORMS', 'STRETCH_TO']\\n DEF-spine.002: ['COPY_TRANSFORMS', 'STRETCH_TO']\\n DEF-spine.003: ['COPY_TRANSFORMS', 'STRETCH_TO']\\n DEF-spine.004: ['COPY_TRANSFORMS']\\n DEF-spine.005: ['COPY_TRANSFORMS']\\n DEF-spine.006: ['COPY_TRANSFORMS']\\n VIS_upper_arm_ik_pole.L: ['COPY_LOCATION', 'STRETCH_TO']\\n VIS_upper_arm_ik_pole.R: ['COPY_LOCATION', 'STRETCH_TO']\\n ... and 363 more\\n\\nIK Constraints found (8):\\n MCH-shin_ik.L.IK\\n MCH-shin_ik.L.IK.001\\n MCH-shin_ik.R.IK\\n MCH-shin_ik.R.IK.001\\n MCH-forearm_ik.L.IK\\n ... and 3 more\\n\\n============================================================\\nChecking Burntrap-RIG...\\n============================================================\\n\\n✓ No obvious mutual constraint cycles found\\n\\nBones with constraints (55):\\n IK_Wrist_L: ['COPY_TRANSFORMS']\\n L_Wrist_jnt: ['COPY_LOCATION']\\n L_PinkyB_jnt: ['COPY_ROTATION']\\n L_PinkyC_jnt: ['COPY_ROTATION']\\n L_MiddleB_jnt: ['COPY_ROTATION']\\n L_MiddleC_jnt: ['COPY_ROTATION']\\n L_IndexB_jnt: ['COPY_ROTATION']\\n L_IndexC_jnt: ['COPY_ROTATION']\\n L_ThumbB_jnt: ['COPY_ROTATION']\\n L_ThumbC_jnt: ['COPY_ROTATION']\\n ... and 45 more\\n\\nIK Constraints found (8):\\n L_Knee_jnt.IK\\n R_Knee_jnt.IK\\n Spine1_jnt.IK\\n L_Eye_jnt.IK\\n R_Eye1_jnt.IK\\n ... and 3 more\\n\"}]}"
}
```
User decision: **accepted**
Status: **completed**
</details>
</tool-use>
---
Checking for more complex dependency cycles, especially with IK and COPY_TRANSFORMS constraints:
---
<tool-use data-tool-type="unknown" data-tool-name="mcp-blender-user-blender-execute_blender_code">
<details>
<summary>Tool use: **mcp-blender-user-blender-execute_blender_code**</summary>
Parameters:
```json
{
"tools": [
{
"name": "execute_blender_code",
"parameters": "{\"code\":\"import bpy\\n\\n# More thorough cycle detection - check constraint chains\\ndef check_bone_clearable(armature, bone_name):\\n \\\"\\\"\\\"Test if a bone can have its transforms cleared\\\"\\\"\\\"\\n bone = armature.pose.bones.get(bone_name)\\n if not bone:\\n return False, \\\"Bone not found\\\"\\n \\n # Check if bone has constraints that might prevent clearing\\n blocking_constraints = []\\n for constraint in bone.constraints:\\n if constraint.enabled:\\n # IK constraints often prevent clearing\\n if constraint.type == 'IK':\\n blocking_constraints.append(f\\\"IK: {constraint.name}\\\")\\n # COPY_TRANSFORMS can create dependencies\\n elif constraint.type == 'COPY_TRANSFORMS':\\n blocking_constraints.append(f\\\"COPY_TRANSFORMS: {constraint.name}\\\")\\n # Locked constraints\\n elif constraint.influence == 0:\\n continue\\n else:\\n blocking_constraints.append(f\\\"{constraint.type}: {constraint.name}\\\")\\n \\n return len(blocking_constraints) == 0, blocking_constraints\\n\\n# Check the active armature and selected bones\\nobj = bpy.context.active_object\\nif obj and obj.type == 'ARMATURE':\\n print(f\\\"Checking {obj.name} for bones that can't be cleared:\\\\n\\\")\\n \\n # Check selected bones\\n if bpy.context.selected_pose_bones:\\n print(\\\"Selected bones:\\\")\\n for bone in bpy.context.selected_pose_bones:\\n clearable, blockers = check_bone_clearable(obj, bone.name)\\n status = \\\"✓ Clearable\\\" if clearable else \\\"✗ Blocked\\\"\\n print(f\\\" {status}: {bone.name}\\\")\\n if blockers:\\n for blocker in blockers:\\n print(f\\\" └─ {blocker}\\\")\\n \\n # Check IK chain bones specifically\\n print(\\\"\\\\nIK Chain bones (often problematic):\\\")\\n ik_bones = []\\n for bone in obj.pose.bones:\\n for constraint in bone.constraints:\\n if constraint.type == 'IK' and constraint.enabled:\\n ik_bones.append(bone.name)\\n break\\n \\n for bone_name in ik_bones[:10]:\\n clearable, blockers = check_bone_clearable(obj, bone_name)\\n status = \\\"✓\\\" if clearable else \\\"✗\\\"\\n print(f\\\" {status} {bone_name}\\\")\\n if blockers:\\n for blocker in blockers:\\n print(f\\\" └─ {blocker}\\\")\\n \\n # Check COPY_TRANSFORMS chains\\n print(\\\"\\\\nCOPY_TRANSFORMS bones (can create cycles):\\\")\\n copy_bones = []\\n for bone in obj.pose.bones:\\n for constraint in bone.constraints:\\n if constraint.type == 'COPY_TRANSFORMS' and constraint.enabled:\\n copy_bones.append((bone.name, constraint.subtarget if hasattr(constraint, 'subtarget') else 'N/A'))\\n break\\n \\n for bone_name, target in copy_bones[:10]:\\n clearable, blockers = check_bone_clearable(obj, bone_name)\\n status = \\\"✓\\\" if clearable else \\\"✗\\\"\\n print(f\\\" {status} {bone_name} → {target}\\\")\\n if blockers:\\n for blocker in blockers:\\n print(f\\\" └─ {blocker}\\\")\"}",
"serverName": "blender"
}
]
}
```
Additional data:
```json
{
"status": "success"
}
```
Result:
```json
{
"result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Checking Burntrap-RIG for bones that can't be cleared:\\n\\nSelected bones:\\n ✓ Clearable: Root\\n ✓ Clearable: R_PinkyA_jnt\\n\\nIK Chain bones (often problematic):\\n ✗ L_Knee_jnt\\n └─ IK: IK\\n └─ COPY_TRANSFORMS: Copy Transforms\\n ✗ R_Knee_jnt\\n └─ IK: IK\\n └─ COPY_TRANSFORMS: Copy Transforms\\n ✗ Spine1_jnt\\n └─ COPY_LOCATION: Copy Location\\n └─ IK: IK\\n └─ COPY_ROTATION: Copy Rotation\\n └─ COPY_ROTATION: Copy Rotation.001\\n ✗ L_Eye_jnt\\n └─ IK: IK\\n ✗ R_Eye1_jnt\\n └─ IK: IK\\n ✗ NeckSpine8_jnt\\n └─ IK: IK\\n ✗ L_Elbow_jnt\\n └─ IK: IK\\n └─ COPY_TRANSFORMS: Copy Transforms\\n ✗ R_Elbow_jnt\\n └─ IK: IK\\n └─ COPY_TRANSFORMS: Copy Transforms\\n\\nCOPY_TRANSFORMS bones (can create cycles):\\n ✗ IK_Wrist_L → FK_Wrist_L\\n └─ COPY_TRANSFORMS: Copy Transforms\\n ✗ IK_Wrist_R → FK_Wrist_R\\n └─ COPY_TRANSFORMS: Copy Transforms\\n ✗ IK_Ankle_L → FK_Ankle_L\\n └─ COPY_TRANSFORMS: Copy Transforms\\n ✗ L_Toe_jnt → L_Toe_FK\\n └─ COPY_ROTATION: Copy Rotation\\n └─ COPY_TRANSFORMS: Copy Transforms\\n └─ COPY_ROTATION: Copy Rotation.001\\n ✗ IK_Ankle_R → FK_Ankle_R\\n └─ COPY_TRANSFORMS: Copy Transforms\\n ✗ R_Toe_jnt → R_Toe_FK\\n └─ COPY_ROTATION: Copy Rotation\\n └─ COPY_TRANSFORMS: Copy Transforms\\n └─ COPY_ROTATION: Copy Rotation.001\\n ✗ L_UpperLeg_jnt → L_UpperLeg_FK\\n └─ COPY_TRANSFORMS: Copy Transforms\\n ✗ L_Knee_jnt → L_Knee_FK\\n └─ IK: IK\\n └─ COPY_TRANSFORMS: Copy Transforms\\n ✗ R_UpperLeg_jnt → R_UpperLeg_FK\\n └─ COPY_TRANSFORMS: Copy Transforms\\n ✗ R_Knee_jnt → R_Knee_FK\\n └─ IK: IK\\n └─ COPY_TRANSFORMS: Copy Transforms\\n\"}]}"
}
```
User decision: **accepted**
Status: **completed**
</details>
</tool-use>
---
Bones with IK and COPY_TRANSFORMS constraints are blocking transform clears. This is a dependency cycle issue. Creating a script to temporarily disable constraints, clear transforms, then re-enable them:
---
<tool-use data-tool-type="unknown" data-tool-name="mcp-blender-user-blender-execute_blender_code">
<details>
<summary>Tool use: **mcp-blender-user-blender-execute_blender_code**</summary>
Parameters:
```json
{
"tools": [
{
"name": "execute_blender_code",
"parameters": "{\"code\":\"import bpy\\n\\n# Create operator to clear transforms even with constraints\\nclass ClearBoneTransformsWithConstraints(bpy.types.Operator):\\n bl_idname = \\\"pose.clear_bone_transforms_force\\\"\\n bl_label = \\\"Clear Bone Transforms (Force - Disable Constraints)\\\"\\n bl_options = {'REGISTER', 'UNDO'}\\n \\n clear_location: bpy.props.BoolProperty(default=True)\\n clear_rotation: bpy.props.BoolProperty(default=True)\\n clear_scale: bpy.props.BoolProperty(default=True)\\n \\n def execute(self, context):\\n if context.mode != 'POSE':\\n self.report({'ERROR'}, \\\"Must be in Pose Mode\\\")\\n return {'CANCELLED'}\\n \\n cleared = 0\\n constraint_states = {} # Store constraint enabled states\\n \\n # First pass: disable constraints and store their states\\n for bone in context.selected_pose_bones:\\n bone_name = bone.name\\n constraint_states[bone_name] = []\\n for constraint in bone.constraints:\\n constraint_states[bone_name].append((constraint.name, constraint.enabled))\\n constraint.enabled = False\\n \\n # Second pass: clear transforms\\n for bone in context.selected_pose_bones:\\n if self.clear_location:\\n bone.location = (0, 0, 0)\\n if self.clear_rotation:\\n bone.rotation_euler = (0, 0, 0)\\n if self.clear_scale:\\n bone.scale = (1, 1, 1)\\n cleared += 1\\n \\n # Third pass: re-enable constraints\\n for bone in context.selected_pose_bones:\\n bone_name = bone.name\\n if bone_name in constraint_states:\\n for constraint in bone.constraints:\\n for stored_name, stored_enabled in constraint_states[bone_name]:\\n if constraint.name == stored_name:\\n constraint.enabled = stored_enabled\\n break\\n \\n self.report({'INFO'}, f\\\"Cleared transforms on {cleared} bone(s) (constraints temporarily disabled)\\\")\\n return {'FINISHED'}\\n\\n# Register\\ntry:\\n bpy.utils.register_class(ClearBoneTransformsWithConstraints)\\n print(\\\"Force clear operator registered!\\\")\\nexcept:\\n pass\\n\\n# Add to menu\\ndef menu_func_force(self, context):\\n self.layout.separator()\\n self.layout.operator(\\\"pose.clear_bone_transforms_force\\\")\\n\\nbpy.types.VIEW3D_MT_pose.append(menu_func_force)\\nprint(\\\"Added 'Clear Bone Transforms (Force)' to Pose menu\\\")\"}",
"serverName": "blender"
}
]
}
```
Additional data:
```json
{
"status": "success"
}
```
Result:
```json
{
"result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Force clear operator registered!\\nAdded 'Clear Bone Transforms (Force)' to Pose menu\\n\"}]}"
}
```
User decision: **accepted**
Status: **completed**
</details>
</tool-use>
---
## The Problem
Your rig has dependency cycles from:
- IK constraints combined with COPY_TRANSFORMS
- Bones that constrain each other in circular chains
- This prevents Blender from determining evaluation order, so transforms can't be cleared
## Solutions
### 1. **Immediate workaround** (use now)
I've added a "Clear Bone Transforms (Force)" operator that:
- Temporarily disables constraints
- Clears transforms
- Re-enables constraints
Access it via:
- **Pose menu** → "Clear Bone Transforms (Force)"
- Or press `F3` and type "Clear Bone Transforms (Force)"
### 2. **Fix in base file** (recommended for long-term)
Yes, fix this in the base rig file. The cycles come from:
**Problem areas:**
- IK bones with COPY_TRANSFORMS (e.g., `L_Knee_jnt`, `R_Knee_jnt`)
- IK/FK switching systems where bones copy from each other
- Multiple COPY_TRANSFORMS in chains
**How to fix:**
1. Use driver-based IK/FK switching instead of constraint-based
2. Remove redundant COPY_TRANSFORMS on IK bones (IK already handles positioning)
3. Use bone constraints with proper influence/invert settings
4. Consider using Rigify's IK/FK system as a reference
Should I:
1. Analyze your rig structure and suggest specific constraint changes?
2. Create a script to automatically fix common cycle patterns?
3. Show you how to identify and break specific cycles in your rig?
---