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I'm relatively new to making posable models, and I'm experiencing an issue where some bones near the head bone and meshes near the head mesh are misaligning when the head bone is rotated. I've tried Weight Painting the meshes so they all move in tandem with the head bone, but this doesn't seem to fully fix my problem. I also tried parenting some of the bones to the head bone, but that seems to have misaligned them further. Any help at all here would be appreciated!

Blend file here.

Before Rotation After Rotation Here are the meshes I weight painted to move with the head's vertex group Bobbles Mesh Back Hood Mesh Tongue Mesh Here are the bones I tried parenting, and what happened when I rotated the head Bones Parented Bones Misaligned

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  • $\begingroup$ Almost forgot! Here is the Blend file: link $\endgroup$
    – Guest15
    Aug 15, 2023 at 2:46

1 Answer 1

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As John points out, first apply the scale of your objects, and check the normals and recalculate (ShiftN) when they are inverted:

enter image description here

Your problem is that the vertices of these parts are part of vertex groups that they should not part of, therefore they are influenced by other bones, see if I select a vertex of this part and check in the N panel:

enter image description here

To fix that, select all the vertices and remove from all groups:

enter image description here

Now you need to parent the first bone of each hat chain bone to the head bone (with the Keep Offset mode). If you want these hat bones to control the hat object, select the armature, shift select the hat, switch to Weight Paint mode, select the bone chain with LMB and ShiftLMB, and go into Weights > Assign Automatic from Bones:

enter image description here

At the end, maybe it would make it easier to join all the objects into one object, unless you have a good reason not to?

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    $\begingroup$ Also all the objects and the armature need the scale applied and two parts of the object ("nose" and back of hat) have inverted normals! $\endgroup$
    – John Eason
    Aug 15, 2023 at 10:02
  • $\begingroup$ @John Eason Oh OK I didn't check everything $\endgroup$
    – moonboots
    Aug 15, 2023 at 10:04
  • $\begingroup$ Those are usually the first things I check with animation problems because they're quick and easy. Then I go on to vertex weights, etc. :^) $\endgroup$
    – John Eason
    Aug 15, 2023 at 10:09
  • $\begingroup$ @moonboots Wouldn't removing the vertex groups also prevent the hat, hat bobbles, and tongue (the part that may have been confused for a nose) from being affected by their respective bones? I'd like those to be posable as well if possible. $\endgroup$
    – Guest15
    Aug 15, 2023 at 16:26
  • $\begingroup$ Oh yes of course, I didn't realize that, please see my edited answer and tell me if it answers? $\endgroup$
    – moonboots
    Aug 15, 2023 at 16:38

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