Armurtures not acting upon proper parts of a model

So I made this block dude, and a rig (with all the bones in the proper areas and named accordingly), and then paired the rig to the model. It works - ish, like moving the arms works fine but like moving the head deforms the upper arm and also this happens:


I simply just did ctrl-p and pressed with “envelope weights” to pair them

Did I do it inccorretly? How do I fix this?

Try “automatic weights” instead

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I set it to automatic weights and the outcome did not change

it might be worth removing all the previous groups before doing automatic weight… But I won’t bet on it…

Something is definitely wrong and that’s probably an issue within the mesh.

This is very possible, once you used an automatic solution you always need to fix little quirks like that. This is probably even more obvious since your mesh is very simple.

This at least isn’t normal, but we can’t tell what’s going on from just looking at the screenshot.

Since the mesh is super simple I wouldn’t bother and manually assign each weight.
In edit more you go to each vertex group and assign the appropriate part of the mesh. It’s a little pain but that will be much faster than to look for the issue !

Good luck !

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I think you need to set this to vertex groups.

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Hi, you can always just parent each cube as object to the corresponding bones.

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Ya i can try doing it manually, im new to rigging so i gotta medel with it a bit more

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Ill try this also, thanks

Also what if I already joined all the part together, so currently its just one single thing. How do I manually assign it now?

Hey !

You can look at that tutorial :

You might want to do the full series, it might be like a waist of time but you’ll probably save some time in the long run, it’s a very simple tutorial for beginners but it will teach you a lot of basics so it’s easy to follow and in the meantime full of essential infos !

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Ye I made a new mesh for an animation im working on and the same issue happened, automatically assigning the bones kept messing up the mesh a bunch.

But I manually assigned them and I’m getting a more “optimal” outcome. Thanks!

(P.S. How can I assign two bones to one section of a mesh? Like if I were have the mesh bend over at its center or something)

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Hey cool !

In fact weights cumulates , like you have bone A and B, and a cube,
Cube got bone A weight set to 1 and B to 0, then it will be deformed 100% by bone A ,

But if you set both A and B weigts to 1, the cube will follow both bones 50/50.

Hopes that’s clear , it’s a bit late for me :smiley:

Good luck !

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