Hello,
My mesh seems to be deform faster than my bones are moved.
Look at this picture, the thigh bone has been moved about 45 degrees but the leg has moved almost 90 degrees. This is not normal. Any advice?
Thanks
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Hello,
My mesh seems to be deform faster than my bones are moved.
Look at this picture, the thigh bone has been moved about 45 degrees but the leg has moved almost 90 degrees. This is not normal. Any advice?
Thanks

hidden bones maybe
possible vertices are in other groups as well
tripped out tho
prob no big dilemma
Some hints:
In paint mode, select each bone to see what part of the mesh are associated with which bone.
Does your mesh still use a mirror modifier? It’s possible some poses applied to the right half also affects the left half.
With bones selected in edit mode you can set a deform distance. Check to see if some of the neighbouring bones have large distance values.
Are there any constraints involved? Shape keys?
Good luck
/ Mats
Maybe you have enabled vertex groups + envelopes.
Check your modifiers, you may have two armature modifiers.
Ok, at first I did have both vertex groups and envelopes set, but changing it to only vert groups did nothing.
No constraints or shapes.
The painting looks ok for each bone to me, but I’m very unskilled in the art of rigging.
Only one armature, and in weight paint mode I have X Mirror off.
Here’s a pic showing some settings. If I can’t get this figured out maybe someone can point me to a host that I can upload the .blend to.
Thanks.
I am still fairly new to rigging as well, is it possible some unapplied scale or rotation is causing problems?
something id try is bring up the “Transform properties window”, think its done by CTRL-N or just N but can be accessed from the view menu. then select a random vertice on the thigh, and the Transform properties window will have a drop down list showing what groups this vert is in, maybe there youll see that it is apart of other groups when shouldnt be. Try it out a few times selecting different individual verts.
also, is this happening on the other leg as well?
Could be a stoopid question, but is the location of the mesh and the armature object 0,0,0?
It’s happening to every bone.
I tried your advice and clicked on several different verts and found quite a few belonging to other groups. It’s weird because nothing looks off in weight paint mode.
Alas, I have much work to do now.
Thank you for the help.
arrr ok cool. honesty or personally i think weight painting is kinda crudd.
myself prefer to go through edit mode, and use the vertex groups panel to assign verts to groups.
little bit more time consuming or precise but least ya full control over every indiviual vert.
hope works out
Got all of my verts fixed and the problem was still there.
I finally figured out what I did wrong. I parented my mesh to the armature like the good old days and then applied the armature modifier as well without thinking.
All is well now. Man that’s bad.
Cool you solved taht one!
Good to say it loud that parenting mesh and armature is a no-no. It will surely help others not to do it… !
