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I'm currently learning about rigging, skinning and animating, but I've run into a problem with a part of my armature. The scale, rotation and position of my mesh and armature on right side has been applied, I've duplicated the armature for the arm, hand and fingers, mirrored it to the left side on the X axis, but for some reason a part of the arm is twisted. I tried resetting the rotation, scale and position using Alt + G, R, and S, which has helped, but it's still not right. To begin with, the arm was twisted round like a sausage. This is what it looks like now:

enter image description here

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  • $\begingroup$ If you've given your forearm an IK constraint, you might need to play with its Pole Angle value to correct this kind of twist $\endgroup$ – moonboots Nov 19 '18 at 12:37
  • $\begingroup$ I don't believe it has. I'm following a book on character creation. There is an arm pole, but the book never said about parenting it to anything, though the right arm is perfectly fine. It only mentions adding an IK target at the wrist to control the arm. $\endgroup$ – DustyShinigami Nov 19 '18 at 13:56
  • $\begingroup$ I'm not sure to understand, if there's an arm pole, it means that you must have given your arm an IK constraint, please check and try to play with its Pole Angle value. If it's not that, please share your file: blend-exchange.giantcowfilms.com $\endgroup$ – moonboots Nov 19 '18 at 14:01
  • $\begingroup$ I'll upload my save as I can't see where I've gone wrong or what to try. $\endgroup$ – DustyShinigami Nov 19 '18 at 14:09
  • $\begingroup$ blend-exchange.giantcowfilms.com/b/5522 $\endgroup$ – DustyShinigami Nov 19 '18 at 14:11
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You need to correct the IK Pole Angle value of your forearm:

  • First, select your armature and in the Properties panel > Data > Colors go back to Default Colors so that you can see where are the constraints. You can see that your forearms have an IK constraints (green bones).
  • In Pose mode, select its right forearm (the one on our left) and go in the Properties panel > Bone Constraints. Now play with the Pole Angle value to correct the rotation. You often needs to do this after giving an IK constraint so that Blender knows how the bone is supposed to be oriented.

enter image description here

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