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so long story short, i've been making a character model for my OC in blender over the past weekend (this is the first model like this i've attempted to make, by the way) and everything has gone pretty alright so far. buut when it came to rigging, things kinda started to fall apart.

a screenshot of my blender viewport, showing how the mesh of my model follows the bones but only slightly, both the mesh and bones visible this is what i'm dealing with. the bones are moving the parts of the model that i want to move just fine, but it doesn't follow the exact position of each bone; it kinda falls behind.

i've tried applying all transformations, changing the weight paint so it moves the parts i want, and a few other tips i can't exactly remember, but none of them have solved my issue.

i've attached a link to a video demonstrating my issue and to my blend file so you can play around and see if yall can find out what's happening, because i'm at a total loss here.

blend file link and video link

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    $\begingroup$ This is almost always because the arm is also part of some other bone’s vertex group. I’ll be checking for that first. $\endgroup$ Commented Oct 14 at 20:56

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As you see if you activate the Face Orientation option, you have inverted normals, it won't parent correctly, select all in Edit mode, merge by distance to merge some overlapping vertices (M) then recalculate the normals (ShiftN), now you can parent again:

enter image description here

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  • $\begingroup$ oh my god i literally owe you my entire life that worked perfectly!! i am ever so grateful for your help moonboots $\endgroup$ Commented Oct 15 at 7:45

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