Bone rotation changes mesh size

Hello
I tried to make a simple rig built out of 3 bones, the root one(required for source), a connector one(I don’t define it) and the swinging arm one. Now when I try to rotate the swinging arm the arm changes its size and does not rotate properly


Can anyone shed some light on this?

Check which vertices are connected to which bone…

Sometimes easiest to see using weight paint mode and just changing vertex groups.

Its an action figure so the limbs are separated from the body, and the one in the pic is assigned to that bone

Can you post a sample file?

How are you “assigning the bone”?. Simple parenting to bone would suffice in this case. Use Ctrl-p to set up the parent relationship. If you are using the the object relation panel it will apply scale for the relationship… which is my hunch on your prob.

Hummm

Try checking “preserve volume” in the Armature modifier, almost 100% of the time the bad deformations occur because of that.

I’m with batFINGER on this one. If you are using an armature modifier on the mesh, check the scale of the mesh, it should be 1, 1, 1. CTRL-A -> apply scale will reset the scale to 1, 1, 1. But since it’s a separate mesh, parenting it to the bone is easiest.

Randy