I have used rigify and produced a rig that moves my mesh. When the mesh moves in pose mode it seems to duplicate everywhere aside from at the point it is being moved. Additionally the underlying armature skeleton does not seem to move for some reason? I am sure I am missing something basic here but would appreciate any insight regarding what that might be?
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$\begingroup$ Additionally, while this model is not intended to be sexual in any manner, but it is supposed to represent an anatomical correct male body. While I don't think the mesh is particularly graphic it might warrant a very mild NSFW warning. It hasn't been shaded or coloured at all I just wanted to give a heads up! $\endgroup$– A_big_fluffy_dogCommented Mar 23, 2022 at 13:14
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$\begingroup$ it tends to freeze but I was able to open it, actually your object has thickness (mesh within the mesh), it's going to be hard to remove, have you applied a Solidify modifier? $\endgroup$– moonbootsCommented Mar 23, 2022 at 13:42
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$\begingroup$ Hi moonboots, that is great to hear. No I have not tried doing this. $\endgroup$– A_big_fluffy_dogCommented Mar 23, 2022 at 13:45
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$\begingroup$ I meant the thickness may come from a Solidify that you applied, the problem now is how to delete the inner mesh, or you need to give some correction in Weight Paint mode $\endgroup$– moonbootsCommented Mar 23, 2022 at 13:47
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$\begingroup$ I did end up converting the mesh to tris nd then tris to quads because I've heard non-poly shapes can be challenging to animate. Could this have come from that? $\endgroup$– A_big_fluffy_dogCommented Mar 23, 2022 at 13:50
1 Answer
You have a double problem here, your topology is bad and it has thickness (as if a Solidify modifier has been applied), see the difference between a good and bad topology (image below): The first one has way less faces, they are mainly quads and they follow the anatomy, the second one (yours) has a lot of small and completely disorganized faces with a lot of tris (plus it has thickness as I said). It's going to be very tedious to correct and animate, in my opinion you should better find another object.
From your new mesh, see if I remove an edge out of 2, it won't change the general shape, so you can simplify it. Of course it also depends on if you can use the Subdivision Surface modifier or not (if you stay within Blender, you can keep it):
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$\begingroup$ Awesome! I guess to confirm (so that I can understand better going forward) would something like this be a better mesh? Just to get an idea of what to look for! <img src="https://blend-exchange.com/embedImage.png?bid=okWKmAnK" /> $\endgroup$ Commented Mar 23, 2022 at 14:57
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$\begingroup$ Yes that kind of mesh, you could even remove some edges as they don't add any details. $\endgroup$ Commented Mar 23, 2022 at 14:59
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$\begingroup$ Thank you for all of your constructive feedback! $\endgroup$ Commented Mar 23, 2022 at 15:11
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$\begingroup$ you're welcome, I've edited my answer $\endgroup$ Commented Mar 23, 2022 at 15:15