Oh, you’re noobie? I couldn’t tell…lmao :rolleyes: Sorry to joke. Got quite a few things wrong there. I don’t really know where to start…
1st, in the outliner window, in the menu bar, change it to ‘all scenes’ (circled in red in screenshot attachment) so we can see what is going on.
Part of the problem is you have 2 armatures according to the outliner. (circled in yellow in screenshot) The first armature - ‘armature’ in the outliner - doesn’t appear to be there. Looks like it was created, then everything was selected in edit mode (all the bones) and deleted. So in object mode, you can select ‘armature’ in the outliner, move the mouse to the 3d window and delete it with the x-key. Now the 2nd armature - ‘armature.001’ - has apparently been duplicated in edit mode, because you have 2 of every bone. See the screenshot, I’ve posed the arms so you can clearly see the 2 sets of arms. You see, one set of arm bones is trying to deform the mesh when posed, the other set that hasn’t been posed is trying to keep the arms in the original position. At this point, I don’t know what to tell you. I think it might be best to just scrap it and start over.
I actually think the best advice would be to delete the 2nd armature. Select the mesh in object mode, in the properties panel, select the object data panel (the icon that looks like a triangle) find the vertex groups panel and delete all vertex groups. And remove the armature modifier if it is still there. Then I would try following this excellent tutorial -
Starting at the rigging section. That tutorial was written in the 2.4x series, you might find it easiest to take your model into 2.49b and go from there. This way you could concentrate on the tutorial and wouldn’t have to fight the differences in the UI between the 2 versions.
Also, your mesh has a seam running down the center of it, circled in blue in the screenshot. I turned off the mirror modifier, and see you have some vertices extending into the center of the mesh, see 2nd screenshot. Best to delete those extra vertices for a cleaner mesh. You could delete all those extra vertices, enable clipping in the mirror modifier and move the center vertices along the x axis until they snap in the center an stay there.
Whew, I didn’t mean to write a book about this…