As you can see in the bigger picture on the left, the thumb isn’t rotating with the IK controller for some reason. I tried putting a copy rotation on the long bone that leads to the thumb but that didn’t work, it just made it rotate really weird. I thought maybe it might be a hierarchy issue that’s why I have it highlighted in the box but I have no idea honestly.
On the smaller pictures on the right, you can see the deformation on the shoe when I moved the foot to the right, I am very new but I thought it was fairly well weight painted so I don’t understand why the geo just lags behind like that when it already has weight attached to it. OPEN TO ANY AND ALL SOLUTIONS, THANKS SO MUCH!!
A simple suggestion, but have the weights been normalized?
Also, welcome!
This looks very much like an issue with weights that need more refinement.
Also, one thing that has caught me more than one, was mesh normals not all pointing outward - so, take a couple of seconds and double check that as well.
In the case of the foot it looks like there is an additional influence from other bones.
This can happen with auto weights when bones like feet and legs are near each other.
So you have to meticulously go over each bone weight and find the maps that are assigned to that area and set them to zero weights.
Not sure what’s going on with the hand specifically. But I agree with the other suggestions.
how exactly do i do that? could u perhaps point me to a tutorial that details this?
i just painted according to their inividual influence areas on the mesh, i dont know what u mean by normalizing
I can send anyone the project file to see properly
If you don’t know what normalizing is, then that just might be the issue.
Normalizing weights just means that blender sets all deform bones to only influence weights to a sum of 1. Simply put, if you have multiple bones influencing a vertex with a total greater than 1 it can lead to unexpected results like you’ve already shown. It might look like the weights are 100% assigned to a bone, but there might be another bone tugging on those verts too.
If this is the issue, you want to go in weight paint mode and normalize all your groups to make sure the thumb vertices are linked properly to the bone you have selected in the screenshot
For any further editing, you can set up auto normalize and not worry about it.

To explain it how I learned it.
This is true with most apps as far as weight paints is concerned.
Weights affect the points of a mesh.
Every point in the mesh must have a weight of 1. Or in some apps 100. So the value can be anything from .000 to 1 or in other apps 0 to 100.
If you want a bone point to have influence of more than one bone, for example an elbow knee or finger, it requires an assignment by painting or direct editing of the point weight values in edit mode to equal 1.
So for example the knee joint could get influence from the upper and lower leg to make a smooth transition at the knee.
In this case you would want a value of .500 to the upper leg and a value of .500 to the lower leg making a total value on that point to be 1.
However, because each weight map can accept a value of up to 1, it would be easy for that point to get a total value above or below 1.
So for example .300 on the lower leg and .229 on the upper leg giving you less than 1. = .529
Normalizing while you paint automatically averages the weights to 1.
Depending on the setting, this can be annoying as you try to tweak your weights just so.
A setting allows you to do normalizing post painting.
Which means it will let you paint your preferred average values first and then normalize the result.
Another setting forces everything to be in real time. So if you are painting .250 it is automatically assigning.750 to the other bone.
Sorry I don’t rig anymore. My team does it. So I don’t recall the specifics as far as where to make these settings.
Now all of this said, normalizing can help. But if for example you have the right foot weight painted into the left foot mesh, normalizing will not remove this extra influence. It will only average it.
Hope this makes sense.
The best way to find the problem is to cycle through all the weight maps while in weight paint mode. Go to the vertex map panel and click through each map on the problem parts until you find the weight that is assigned to that area that should not be, and set it to 0.
Thank you so much for the advice, I more or less understand what you’re saying, I’ve done 95% of my 3d journey in cinema 4d so it’s just easy to get lost switching over.
That aside, I’m sure when i did weight paint my character the tutorial made me check the auto-normalize option so honestly i’ don’t even know. I’ll include a link to the project so you can see for yourself
I can remember checking auto normalize when i initially did it. If you want a better look, this is the project file
I took a look.
I saw you’re working in 4.2, but i opened it in 4.3 and it does actually just seem to be a normalizing issue. Auto normalize was off and, when working with the foot i pressed normalize all and some the verticies instantly snapped to where they should be. The Thumb.L bone in particular had no weights on it at all so there’s that issue. Unless this is a straight up discrepancy of blender versions i would just play around with that more.
I’d also just double check that all bones with weights on them are set with Deform on and all the controller bones have Deform off and don’t have a vertex group

