Bones are over-rotating mesh

After parenting my armature to my mesh with automatic weights, rotating any of the bones causes the correlated limb to rotate much farther than the actual bone has been rotated.


Before rotating, the bone was centered in the arm, any ideas?

Did you parent it 2 times? If so delete one in modifiers armature.

Ah got it, apparently I parented it 6 times ;D Thanks for the help.

Kazinger is correct… the most likely cause is that you have added an Armature twice… using AutoMajic Weights… this either created two Armature modifiers on the Mesh… or two sets of vertex groups that are effected by the Armature modifier…

Best way to fix it is (Especially if your using Automatic Weights) is to delete all Armature modifiers from the Mesh… but also to delete all Vertex groups for the Mesh as well…

Once that is done then Ctrl+P and do only one Armature Modifier with the Automatic Weights option…