All bones are part of one armature, both arms are one object as well. I did automatic weight thing and the mesh on the right arm acts as it should, but one on the left does that weird thing as you can see. Am i doing something wrong or?
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$\begingroup$ hello, please share your file: blend-exchange.giantcowfilms.com $\endgroup$– moonbootsOct 12, 2020 at 11:21
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$\begingroup$ can't you keep just what you're showing? $\endgroup$– moonbootsOct 12, 2020 at 11:41
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$\begingroup$ One sec, i made a file without the unimportant mesh $\endgroup$– TocakOct 12, 2020 at 11:41
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$\begingroup$ <img src="https://blend-exchange.giantcowfilms.com/embedImage.png?bid=8w6KDDz1" /> here i think this is it $\endgroup$– TocakOct 12, 2020 at 11:42
1 Answer
Fist thing, the scale is -1 on the X axis, so apply the scale of your object:
Once done, you need to check the normals, enable Face Orientation in the Viewport Overlays panel:
Blue show face normal orientation, red the opposite, as you can see the normals are flipped outside on the right arm. To recalculate the normals, go in Edit mode, select all and press AltN:
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$\begingroup$ Oh i see, how do i exactly recalculate normals if you dont mind explaining, im pretty new to rigging and animationg so im not so sure how to do it since i never had a need for it? $\endgroup$– TocakOct 12, 2020 at 11:52
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$\begingroup$ Yea i figured it out, thanks for the help man. $\endgroup$– TocakOct 12, 2020 at 11:59