I Have armatured one character, but when I rotate these: http://img54.imageshack.us/img54/2831/problem2mm2.jpg
Rotated parts will strangely get small, or something else very weird happens.
If you look at vertex groups, example vv2 you can see that verticles are choosen correctly, but when you move itâs bone in pose mode, some parts doesnât move at all, and it gets small too! Same is whith back (Itâs bone is that âselkäâ, itâs finnish.)
If someone can fix these or tell how to fix them, I would be very happy!
My guess would be that you have vertices assigned to more than one bone - this usually causes shrinking meshes and stubborn verts.
In weight-paint mode (Ctrl-Tab selected Mesh), Shift-LMB on some misbehaving areas and youâll see a list of bones that area is assigned to. If you see wrong bones in the list, either select that bone and paint the verts to zero or better still, go to that boneâs vertex group and âremoveâ these verts from the group.
Also, make sure âEnvelopesâ is turned off and âVertex Groupsâ is turned on.
You can share verts and sometimes you need to - but they have to be carefully assigned to the right bones. It takes a little getting used to.
For example, the verts near an elbow need to be shared between the upper arm and lower arm bones, with the weight tapering off each way. But if you have the verts near the wrist shared with the upper arm, youâre going to get poor results.
Sometimes the mesh will shrink even if everything is done correctly (elbows, knees and shoulders are usually a problem). In the old days (last year) this was fixed by adding a small extra bone to control the shrinking. Now you can either do that or add a driven shape key that expands the joint at the same times as the bones try to shrink it.