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I have been trying to create a rig for my model of a dragon (it is a school project). I have constraints on the eye, inverse kinematics on the legs, and a spline restriction on the tail.

I stupidly made the teeth as a separate object, sculpted the mouth to include the teeth, and then used Ctrl+J to make it a part of the dragon. Before using Ctrl+J, the teeth moved very weirdly but everything else worked. After joining the teeth everything went weird. How do I made this armature work?

This is the base model

Parent the Armature

The model is ruined

The teeth are the biggest problem

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1 Answer 1

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In your armature, the lower jaw bone is too high, lower it. Also influence zone may be too big. Hence, lower jaw bone moves upper jaw and vice versa. If this doesn't work re-sculpt, in addition, the teeth but not as a separate object.Ctrl+J can mess things up as it is e.g. with texture mapping.

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  • $\begingroup$ the location of the bones worked perfectly fine beforehand. Why does ctr+j mess things up and how can i fix it $\endgroup$ Dec 28, 2018 at 15:15
  • $\begingroup$ I don't know why it does, do what is written in boldface. $\endgroup$ Dec 28, 2018 at 15:34

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