Here is the problem: I made a human body with mirror modifier (e.g. I created the left part of the body and then used mirror modifier to create the right part.). Then I made a simple rig (head, neck, torso, left arm and left leg). Then I duplicated the arm and the leg and moved the copy to the right side of the body, creating right arm and leg respectively. Then I used Ctrl+P to tie the rig to the body.
Surprisingly, left arm and left leg of the body haven’t been tied to the left arm and leg bones. They are controlled by right part of my rigging. I don’t know how to fix it.
Could anyone help?
Does the duplicated half move in wonky directions like there’s something wrong with the mesh? If so, try going to mesh(from the top left)>>normals>>reset.
Did you apply the mirror modifier before parenting?
Go into weight paint mode and and see if the malfunctioning mesh is weighted to the bones or not. Then we’ll at least know that.
Also, try recalculate normals outside before parenting. I don’t know if it will do anything, but worth trying.
Here are some potential solutions I’m too lazy to retype
No, it’s not weighted. The left arm controls both arms’ meshes and it’s impossible to tie the mirrored mesh to the right arm. Or at leasrt I don’t know how.
It occurs to me that your screen shot shows the mirror modifier being still in place. If you had applied it, you wouldn’t be able to see it. There’s a little arrow button in the modifier that you can click to get a menu, and choose “apply”.
I applied. But the solution was in correct naming of the bones. I used “.” instead of “_”. I am actually following an old YouTube tutorial and there the author uses dots in bone names. He worked in 2.79 version, while I am using 3.0
So, thanks to josephhansenJ I found out what was wrong.
Anyway, thank you all for helping))
Ah yeah the naming convention is a tricky one, glad you got it working
Yeh! But I just found out I was wrong again)))). I used “arm.R.” adn Blender just doesn’t understand it. After I removed the last dot it worked out correctly.
Funny moments of self-learning))
The point was in wrong naming. Even with mirror modifier still not applied, my mesh tied to the bones after I named bones correctly.