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I just finished weight panting the hand on this model and I thought it seemed good, but when I moved the hand or arm bone the hand didn't follow entirely. It spiked out like so:

hand

I made sure "Auto Normalize" was on and that the individual fingers were properly painted and the weights didn't bleed onto the other fingers. I selected each finger bone individually and painted around them with a weight of 0. What would cause it to glitch out like this? Is there an easy fix? Having to repaint the fingers would be a pain in the ass.

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    $\begingroup$ Probably those vertices have weights on other bones than the ones from hand and fingers? $\endgroup$ Sep 29 at 6:09
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    $\begingroup$ See my answer here: blender.stackexchange.com/questions/301555/… painting with a weight of 0 is not enough, it will just remove the vertices from the selected vertex group but not all vertex groups $\endgroup$
    – moonboots
    Sep 29 at 6:10
  • $\begingroup$ Yea it seems that was the case, I couldn't see the problem in Weight Paint mode, only Edit Mode. After further inspection it seems other bones also have the same problem, but not as badly. Is there anything I can do to prevent this mess from happening next time? Or do I just have to weight paint more carefully? $\endgroup$
    – Expandular
    Sep 30 at 1:01

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