When I apply an armature to a character (with automatic weight), my character gets a really weird bend on any parts of its body. I have rigged a character before, so I don't know how it went wrong. I've repeated the process multiple times and got the same results. I even tried exporting it as a mesh and loading it into a new blender file, but I still get the distortions. I have the blender file available, but don't know how to share it, so if you need it, tell me how.

EDIT: Here's the file: http://pasteall.org/blend/23791. The bones are in place, but the modifiers need to be applied before applying the bones. (With automatic weights.)

Arm bend Leg bend.


While you can rig with a Mirror modifier on your mesh, it is best in your case here to just apply it, you won't be able to rig your character properly if it is active with your current naming scheme. You might also want to then change your Pivot center from 3D Cursor to Bounding Box Center by using , (comma) or selecting it from the view header, having it set to rotate around the 3D Cursor can also lead to some weird behaviour when trying to pose if you don't know what to expect. You might also want to recalculate your mesh normals at this point with CtrlN.

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…and finally, try again..

enter image description here

For some help in parenting the mesh to the armature, you can refer to How can I automatically generate vertex groups for an armature?. It wouldn't hurt to add some more geometry (loopcuts) to the arms and legs to help the character deform better either.

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  • $\begingroup$ I found out that all my normals were inside out. i recalculated them and tried the armature again, and it worked. I couldn't answer my own question because of my low rep. $\endgroup$ – Ripspace Sep 1 '13 at 23:10
  • $\begingroup$ @Ripspace Ah, there were several problems including that. Unless you know what your are doing, it is not considered wise to rig with a mirror modifier on your mesh. $\endgroup$ – iKlsR Sep 1 '13 at 23:14
  • $\begingroup$ I applied the mirror mod as well. Changing the pivot point is a good thing you pointed out as well. $\endgroup$ – Ripspace Sep 1 '13 at 23:15
  • $\begingroup$ @Ripspace Ok, I was working with the file you uploaded so I pretty much covered all the possible reasons why it could have happened. $\endgroup$ – iKlsR Sep 1 '13 at 23:17
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    $\begingroup$ I've read all of the comments. I plan on renaming the bones; I just needed it to work first. I'm making a video game, so naming is actually very important to me. $\endgroup$ – Ripspace Sep 1 '13 at 23:43

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