Parts of mesh are assigned to bone even though they are not

So I have this bob-omb mesh:


Note that the “key” and the legs are not connected to the bomb’s body mesh-wise. They are supposed to just “clip through”.

So I have assigned them to vertex groups which have the same name as the respective bone.
The issue I am having now, is when I turn the key’s bone, the mesh of the bomb’s body which intersects with the key’s mesh starts to twist.
Note that according to the weight paint it is not supposed to be affected at all:


Also the bomb body-mesh is not weight-painted/assigned to any bone at all (The respective vertex groups are empty). The bone on top is just there to attach a particle effect to it later (in game) when I export and compile this as an smd/mdl.

Thanks in advance for any advice!
Cyba_Mephisto

So, yeah, I’m basically pretty much out of ideas already.

It may be that you have Bone Envelopes enabled for the Armature Modifier.
If you are using vertex groups you probably dont want this enabled.
With the Bomb selected (And other mesh objects if multiple), check Properties > Modifiers > Armature Modifier.

If the bomb body isn’t assigned to anything, then the faintest hint of weight on any part of it by another bone would act like a 100 % assignment. I suspect that’s what has happened here. Of course, without having a look at the blend file, I’m just guessing. Could you post the blend file on Pasteall http://www.pasteall.org/blend/ and post the link in this thread?

That was it. Thank you very much! :slight_smile: