I’m trying to learn how this bones and rigging work, so I made a shark (low poly), and I want to animate its tail, but I realize that when I do it, The teeth of the shark keeps in the same place while the body of the shark moves.
I created the teeth with some primitives and then I joined them to the shark mesh with ctrl-J, if I move the mesh, without any bone, everything stick together, it´s only when I use bones that this happens.
it’s about the influence of each bone to your shark-mesh. One (maybe all) of your bones has an influence on the head of the shark, but not on the teeth. It is simple to solve, but the fastest solution is to search for a tutorial about weight-painting. (english is not my native language)
You just need to add at least one more bone, closer to or inside the head. It will gain influence over those parts of the mesh while eliminating the tail bones’ influence there (using Automatic Weights).
Of course, for more realistic results you would want to make at least a basic rig that fits the whole body and fins, even if you’re only posing the tail bones.