So here’s a little bit of the background. I’m working on ripping and rigging models from a game called City of Heroes for a project I want to do, a little 3D superhero comic. I’m using a program (if it can really be called that) called Ogle to rip the models straight from the game and save them as a jumbled .obj file.
Then I import the file to Blender, delete the extra bits like buildings and UI that got captured with it, and now I have a set of character parts in a cluster. I then take that small cluster of parts, copy it into a new Blender window and assemble them. This results in a character in the standard T-pose.
Everything working so far.
I usually also have to delete duplicate vertices and change tris to quads, but other than that nothing too bad.
Now this is where things get weird. First of all, I can’t go into edit mode with more than one part selected, say a boot and the leg, so connecting vertices is nearly impossible, which may be part of my problem. But the major thing is that after I rig the character, if I enter pose mode and try to move the skeleton, rather than say an elbow bending, parts that shouldn’t even really be effected will bend and warp along with the part I’m just trying to pose. Is this a problem with the parts being unconnected, or is it that I’m messing up somewhere with the rigging? If needed, I can provide screenshots of the effect for clarification.