1
$\begingroup$

My squid mesh's tentacles each have an Inverse Kinematics body constraint for that group of tentacle bones. The bones follow the furthest bone. I need a chain length of 6 or 7 to use all bones in that leg. When I do the mesh stretches the top of the squid's body. Is there a way of preventing this? I have already adjusted the weight paint in each bone of the armature.

Thank you for your time and helpenter image description here

$\endgroup$
0

1 Answer 1

0
$\begingroup$

As you see if you select one of these vertices (open the N panel > Item > Vertex Weights), it is part of a lot of vertex groups. It happened for some reason but I can't tell why:

enter image description here

In order to remove all these vertices from all groups, select them all, go into the Object Data panel > Vertex Groups and click on Remove from All Groups:

enter image description here

Now select the armature in Object mode, shift select the object, switch to Weight Paint mode, select the 2 head bones with CtrlLMB and go into the header menu > Weights > Assign Automatic from Bones:

enter image description here

Also don't you need bones for the neck?

$\endgroup$
2
  • $\begingroup$ You are a miracle worker!! THANK YOU SO MUCH! I was ripping my hair out trying to figure out!! Works perfectly!!! $\endgroup$ Jul 17, 2022 at 18:51
  • $\begingroup$ Yes, I just added bones for the neck too :) $\endgroup$ Jul 17, 2022 at 18:51

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .