I used the skin modifier to create some base characters for stand-ins for animation. All of the other bones work correctly except for the bone in the head. It want’s to rotate the entire body instead of just the head area. I looked at the weight painting and that seemed correct and the vertex groups were proper as well.
I’m not sure what I need to do at this point since it’s baffling me to no end. I’m attaching the blend file. I’m pretty sure it’s something simple and something I either turned on or didn’t turn on or something I missed.
If you just used the skin modifier to automatically generate a rig, that rig isn’t going to be quite set up right. Wherever you marked the root for the skin modifier will become the root bone of the entire armature. The head isn’t moving the whole mesh, it’s moving the whole rig, because it is the ultimate parent of every other bone in the rig. You should add a proper root bone to this rig and then check through it to make sure everything is facing the right direction and parented the way you really want it.
Thankfully I saved off a copy of the original that doesn’t have the skin modifier applied or the rig created. I didn’t realize that the root would influence the whole armature. I copied off another one and changed the root to the waist. It somehow created an extra bone but I was able to delete it in edit mode. Now it works properly as it should.
Thanks I would’ve never guessed it was what you said.