when I’m trying to move the bones in Pose-Mode the whole moose body just deforms in a strange way. (you can see this in the attachments).
I don’t know what I could change so I’m here asking you guys what I could do.
I only took a short look at it, but it seems the problem is your weights. How did you weight the mesh to the bones? Automatically?
That is never guaranteed to give you anything but a rough start. You’ll need to sort the weights out for each bone. I use weight paint and then refine any problem areas by manually adjusting the individual vertex weights.
it’s a great site for uploading Blender files…
note the special .blender icon in the upper right hand corner of the website
I always have problems with Google and there Cloud setups…
also for anyone new to blender and it’s Rigging and Weighing setup I always recomend you spend a bit of time watching this excellent video on the subject
Nathan Vegdahl is one of the best Blender Rigging guys out there… and his Teaching videos are Clear and Direct… really good stuff…
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Sorry I’m just now getting back to this… looking at your file now…
Okay the biggest problem I see is that your Armature and Mesh do not have the same “Origin point”
you must fix this to get this to work properly…
1st… Select your Moose Mesh > goto the Properties Panel > find the ‘Modifiers’ Tab (Wrench Icon) and Delete all the Armature Modifiers you have in the stack…
you should only have one Armature modifier in that stack by the way… very rare for you need more than one and you will have lots of problems in animation if you try to use more than one…
2nd… while you still have the Mesh selected > do a Shift+S > and pick ‘Cursor to Center’
now goto the Left hand tool bar in 3D view and find Edit > Set Origin > and Pick ‘Origin to 3D cursor’
3rd… now select the Moose Rigg > set it’s Origin to the to 3D cursor just as above…
Now the the Armature and the Mesh should have the same exact ‘Origin’ … (this is very important)
5th… your Armature needs to have it’s Rotation and Scale ‘Applied’ …
This is easy to do…
Select your Armature (Moose Rigg) > then along the bottom tool bar in the 3D window select > Object > from the pull up menu select ‘Apply’ > from the fly out menu select > ‘Rotation and Scale’…
note in your Right hand tool bar in the 3D menu your Rotations should now all be set to zero… and your scale set to 1.00
Now you should not have to do a Ctrl+P because you already have the Moose Mesh Parented to the Moose Rigg … and… you still have all your Vertex Groups in tact on your Mesh…
Thus…
all you need to do is Select the Mesh > goto the Properties Panel > Modifiers > and Hit ‘add modifier’ and pick “Armature” … and select ‘Moose Rigg’ in the Modifier…
and you should now get better posing and animation results…
4th… you still need to work on weight painting however just as Macser suggested above
(note you have the Root bone marked as a Deformer… I would eleminate that Vertex Group and uncheck that bone as a Deformer… )
also use Alt+S, Alt+R Alt+G while in pose mode to reset any pose or animation you may have on your bones
I would do this reset everytime before I go to use the Ctrl+P connection of my Mesh to it’s Armature…
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