Hey everyone,
I’m working on a character rig in Blender 4.5 and I’m running into problems with the wrist twist. I followed the method shown in CGDive’s tutorial where you create multiple twist bones, each one constrained to the hand bone with different influence values.
I also weight painted all the twist bones (see attached screenshot), but when I rotate the wrist, I still get some weird deformation around the forearm/wrist area. The twist doesn’t flow smoothly—it looks like the rotation is pinching or bending the mesh in an unnatural way.
I double-checked the constraints and the influence values, but the issue is still there.
Has anyone run into this before? Could it be a bone roll alignment issue in Blender 4.5, or maybe my weight painting needs more smoothing between the twist bones and the hand? Any tips or fixes would be super appreciated!
Thanks in advance!
Would be easier if you drop blend file.
But as i can understand from your screenshot your bones are just connected to each other from elbow to wrist?
If yes you just rotating too much and did armature a bit wrong.
Its better to have elbow bone then two bones parented to elbow bones for twisting like (with influence like 50/50 with overlapping each other) to lower arm bone and then just wrist bone connected to elbow.
like this
You mostly need like only 1 bone (arm2) to help rotate wrist, not 4. Just look at your arm irl and rotate hand
Thanks for the advice ! i will try it later on and so on share the result, as for the blend file here’s the dropbox link:
Yeah you just a “bit” overkill everything there with the bones ![]()
And you probably got this strange rotation because all of your twist bones were connected to each other, making the last bone before wrist had 1.0 copy rotation + it connected to a previous bone which also were .66 rotation + connected to another two bones with .33 and .1 rotation.
So when you rotated the wrist all this rotations were stacked to a last twist bone and you had like 2x more rotation than it were needed.
You actually were make it almost right way on a left hand, just each twist bone were needed to connect to lower arm bone so they will work independently, not to each other.
And 4 twist bones is too much for a hand. 2 is a perfect spot.
Dropped you a file, check the right arm. Need a bit better weight paint at the end, but you’ll get the idea.
Thank you very much ! You helped me understand why i got so much deformation on the wrist and i fixed it now
but i just wanted to ask : you’v enabled the “preserve volume” option in the armature modifier and i heard that it not really game engine friendly and that option only works within blender, do you know any other fix for the wrist without using this option ?

