I have a cylinder parented to a bone. I would like to be able to rotate the cylinder on it’s axis, using the bone, without scaling/deforming it. Is this possible? I don’t understand why simply rotating the bone it’s parented to deforms it (ie as the rotation nears 180 degrees, the cylinder scales down to nothing.
The only time what you describe happens is when you have only a part of the cylinder weighted to the bone along with a subsurf modifier applied to the mesh . If you weight the entire cylinder to the bone or turn off the subsurf you shouldn’t get the scaling .
hmmm… it seems i must have done something peculiar… the whole object was parented etc. to the bone, and i tried a simple test in a different file, doing the same thing, and it worked perfectly, however in my original file it did some funky scaling. I fixed it by using “parent to bone” as well, which seems to work.
ok, i have a related problem. The mesh doesnt seem to deform correctly according to the bones I have and I can’t figure out why.
It’s as if the bones aren’t affecting the mesh 100%, but I checked all my group weights etc. and they’re all at full. I dunno
I uploaded a blend if anyone would like to take a look. (thanks)
EDIT: ah its ok I figured it out. I had them all in a base bone vertex group, which was unneccessary and affecting all the rest of them.