I have added some bones to a mesh, and I have parented them using "Parent -> With automatic weights" in Blender 2.82.
It looks like this:
Now when I rotate the lowest bone (Blender named it "Bone"), it rotates the entire mesh like this:
However, when I rotate the smallest bone (Blender named it "Bone.001"), it only rotates a very small part of the mesh. Here is what it looks like:
What causes this difference in the rotation effect? Why is the behaviour so different? I guess it's not the bone size.
The mesh shown is part of a zombie face. In my game, the hero can shoot zombies, and at a head shot, part of the zombie's face is ripped apart. The ripped apart skin is still attached to the head, but waves like a flag in the wind with every move.
To do this, I have created a mesh for the part that should be ripped apart. Then I have added bones to this mesh in order to simulate its movement.
Then, in Unity, I haved used the tool "Dynamic Bone" to simulate the movement.
This tool required a "root", and I have used "Bone" as the root. The script then however moved the entire mesh. To check why it did that, I have used posing in Blender to check what happens if I rotate the bones. That is how I got to know that the bone do not all work the same.
Thank you!


