Can someone more expert than me look at this blend file and tell me where I’ve gone wrong with the vertex grouping around the armature please?
Warning - I know there’s something wrong with the armature - it was passed onto me via Milkshape by someone who’s trying to get a character into Unreal Tournament and we’re using this and various tutorials to figure out how to do it. Some bones don’t seem to be part of a chain and seem to be parented elsewhere while others seem to rotate the whole body (pelvis for example). I don’t believe this is this particular problem but I’ve been wrong before…
In pose mode, you’ll notice that rotating the head doesn’t pull the ears with it although they’re part of the same vertex group as the head bone.
Rotating a forearm moves part of the torso although no part of the torso belongs to the forearm group.