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Probably you need to be in animation and rigging forum. But, your basic issue is your weight painting. It almost looks like you tried to use auto weights. They do not work well on overlapping mesh vertices if at all. Here is how I would diagnose the issue with one of my screenshots. Get rid of superfluous modifiers by deleting the duplicate armature modifier you have on all meshes that are not “rig”. Next I moved the leg bone in IK mode. Set your modifier to work in edit mode by clicking the two little buttons for display in edit mode and adjust cage. Tab to edit mode. Click on your show weights panel in the property panel to display your weights. Select a vertex that is out of wack. Turn on your show weights deform display. These are the weight you have on the vertex. See my screenshot below. The vertex is going the average of all those weights. So you need to properly weight paint it to get it to work.
I would fix the mesh so you have quads and not individual tris back to back and overlapping on the mesh. This causes major deformation issues which you are looking at. Best suggestion for blender retopologize this mesh to get good deformations. You can try to fix it, buy you will end up with a bumpy mesh. (IE clear the armature modifiers completely, join the mesh eliminate as many triangles as you can, fix the overlapping vertices (non manifold type, etc), but if you want this to work well in blender then I would suggest you retopo. Finally, you will have to weight paint this correctly. Go here is you don’t understand how to weight paint with rigify. https://www.youtube.com/watch?v=_y8mOQBOHxA&t=1545s I have given you one of the better rigging series ever thanks to Dan to understand this. You might want to start at the beginning instead of at the weight painting. Also if you have questions, post in animation and rigging, Dan sometimes will respond if you need help.

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