I modeled a character that I wanted to rig for animation. I’ve rigged something before, but it was more… human.
The model I am trying to rig currently has very thin limbs and the armature is not deforming the mesh correctly.
I’ve attached the Blend file I’m working with. I want each of his joints (mainly the shoulders, knees, elbows, and femur things) to bend strictly at those red points. Right now the entire arm bends like rubber. Any suggestions?
Since each joint is a sphere, do the arm in segments (shoulder to elbow for upper arm, elbow to wrist for forearm, etc.) and then use Ctrl-P -> Bone. I’ve attached a simple example of what I’m talking about: jointed_arm.blend (661 KB)
Okay, I didn’t check for this before, but if you look under the Modifiers tab, you’ll see that you have multiple armature modifiers attached to your mesh. Remove all but the last one (which should be the one with the highest number suffixed on the end of the name and that should be the one done with Ctrl-P -> Bone) and you should be back on sane ground.