What is wrong with the weight painting that stretches the mesh on this model?

Why does it stretch the mesh in weird places when I try to remove weight painting that is not even near the selected bone? I am not sure how to fix this, and it goes all over the place when animated.

https://1drv.ms/u/s!AmsM4tUCoT8bbVxqiqNw94VELcg

I think it’s difficult to tell what it is exactly without further information on the Weight Paint.

There may be some culprits though:
• For every single Bone on the Armature, check at the Bone Properties, if Deform is checked; this feature is left unchecked only for special bones on this kind of organic rigging.
• Get into the special “Weight Paint & Pose Mode”: Select the Armature → Shift+Select the mesh Object → Ctrl+TAB → Weight Paint Mode; then you can Ctrl+LMB click one by one the Bones of your Armature and see if there is any Bone that is having Weight Paint on wrong regions of the mesh; on this same Mode, as you might know already, you can also pose the Bones. To make it easier, particularly on this cleaning up step, uncheck Auto Normalize from Options ← Header (the sub-header) ← 3D Viewport. You may easily remove (Draw tool, Weight = 0, Strength = 1) any weird Weight Paint that might exist. After you’ve finished, you’d rather check that option again as it is relevant for Weigh Paint in general.

I’d be surprised if the issue isn’t caused from any of those. Good luck.

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Thank you! This helps but this model is still stretching all over the place in weird places.
https://1drv.ms/u/s!AmsM4tUCoT8bbVxqiqNw94VELcg

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Any suggestions would be much appreciated!

Turn on face orientations and look:

Everything red has backward facing normals (facing inside the mesh instead of outside.) Autoweights use the normals to determine how to weight the mesh. Because these are backwards, it’s not weighting how you expect it to.

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How do I turn it so that it’s not backwards?

Enter edit mode. Select the verts/faces of the bits that are red and do a “recalculate normals” operation. If it’s still red, look at the operator panel and click the “inside” box.

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Thank you so very much! That fixed some of the problems but it still looks like pieces of the belly are pulled around and turn inside out when the legs move. What could be causing this?
Also, it looks like the legs actually sink up into the rest of the body at one point.
https://1drv.ms/u/s!AmsM4tUCoT8bbkAcYXOh0AulM-Y

The main thing is that your IK constraints have the wrong pole angles set, so the bones are twisting in ways you didn’t expect. Enable disable of axes on your armature in properties/object data/viewport display and notice how your bones’ axes twist between rest (no constraints evaluated) and pose.

There are other issues as well, however:

You’re doing a very low poly model, with most of your geometry created procedurally by your subidivision modifier. Your mirror modifier is also not being considered by the autoweights algorithm, leading to weights spilling outside of the mesh (ie, getting too much influence from the other side.)

Added to that, your mesh is composed of multiple separate meshes, which don’t autoweight well (but can be fine for manual painting.)

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What are the correct pole angles for something like this? I’m thinking maybe I can apply the mirror and then add automatic weights to fix some of this.
https://1drv.ms/u/s!AmsM4tUCoT8bbkAcYXOh0AulM-Y

The right pole angle is whatever number keeps the IK-chain bones’ axes pointing in the same directions they do when you’re in edit mode. It may be the same for every IK, it may be different. Change it and see what happens.