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I have this figure:

enter image description here

His right arm is included as a separate mesh. The armature is designed for this arm to function together with the rest of the mesh in an animation, but the arm has come detached from the armature:

enter image description here

enter image description here

If I select the armature and go into edit mode, the armature reverts to a default pose, in which it lines up perfectly with the detached arm:

enter image description here

I have tried parenting the detached arm to the armature. Under Armature Deform, the three options I have are:

  • With Empty Groups. This doesn't work because I don't know which vertices in the detached arm should be assigned to which vertex groups.
  • With Automatic Weights. I get the error "Bone Heat Weighting: failed to find solution for one or more bones"
  • With Envelope Weights. This succeeds insofar as it aligns the mesh with the bones in the armature, but it also distorts the mesh badly:

enter image description here

How can I get this mesh to work properly with the armature?

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Name correctly the bones of your armature (the left arm bone needs to be called arm_L), join the arms to the rest of the body, parent the mesh to the armature With Empty Groups, select the arm vertices, go into the Vertex Groups list, select the vertex group called arm_L, click on Assign.

If you want to leave the arm as a separate object, select the arm, shift select the armature, switch to Pose mode, select the arm bone then CtrlP > Bone.

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  • $\begingroup$ The problem with that is that the arm part of the armature is made up of many little bones, all of which have a role in the animation. I'd need to part out the arm's mesh into vertex groups, and I don't know which vertices should belong to which groups. $\endgroup$ Commented Oct 13, 2023 at 17:17

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