Very Odd Deformation

I’d expect the mesh to surround the bones, but for some reason the mesh has jumped way out in front of the bones



The vertex groups for the leg mesh thats sticking way out are assigned to the thigh, the shin and the shin fan (knee) bone, nothing else, I checked everything, even the fingers, in weight paint mode: nothing lights up the legs except the vertex groups that are supposed to light them up. The shin and thigh are in an IK chain controlled by the FootRoot bone, so I raised the FootRoot a bit, and the shin and thigh bent as they were supposed to, but the mesh is weird. It seems to be proportional, too, the more I displace FootRoot (more rotation on shin and thigh) the more the mesh moves out. Like it’s moved twice as far as it should.

Has anyone seen anything like this before? Any ideas as to what might have caused it, or how to fix it? I’ve checked all the vertex groups for the bones that the FootRoot moves, and none of them have any stray vertices on the legs that I can see.

how have you set the bones to deform?
using vertex groups or envelopes or both?

change the draw mode of the bones from stick to envelope on you should see how far the envelopes influence. you can change it by selecting the root, middle or tip of the bone in edit mode and using “s” and “alt s”