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I have a watch strap that I'm trying to bend like in the image. enter image description here

But the result is that the mesh is tearing apart.

enter image description here

What's the problem and how can I fix it? The only thing I can think of is that I modeled the strap in rhino3d but I imported it correctly in Blender. enter image description here

I followed this tutorial to rig: https://www.youtube.com/watch?v=l7AMm4Is2iY&vl=de Is there a simpler solution to bend the strap like so?

If someone can help me I will appreciate it a lot. Thanks

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its because that part of mesh is assigned to more than one bone you can check it with selecting and deselecting different vertex groups and you see.

you can solve this by checking auto-normalize and substracting this parts from other vertex groups
read about auto-normalize
enter image description here
or you can just paint it again or instead of weight paint do it in edit mode and assigning by hand(this is good for simple meshes)
also I noticed your mesh is not connected some parts are separated so this is a good example of having a clean mesh could help clean rigging and animations

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  • $\begingroup$ Thanks mma78, you saved me! Now it's working perfectly, just one question, how could you say that I have some parts separated? $\endgroup$
    – Francesco
    Feb 1 at 17:12
  • $\begingroup$ first there is a gap between to parts of that mesh in second pic and when i downloaded it used L key to select linked vertexes $\endgroup$
    – mma78
    Feb 1 at 17:31
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    $\begingroup$ Thanks again! I resolved this problem doing: edit mode -> selected everything -> Mesh -> Clean up -> Merge by distance with 0.01 $\endgroup$
    – Francesco
    Feb 1 at 18:00

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