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My file:

I'm very, very new to Blender and I'm trying to rig up a really simple low-poly character. I've got it rigged but no matter what I do, the joints are only pivoting across one vertex, even though I gave it more vertices to bend on. No matter how I adjust the weights it's not bending the way I want.

I want this armature to bend across all three of the circled vertices equally, but it's only choosing one vertex to bend along and the others stay straight, causing clipping when bent too far.

enter image description here

Here's how it's bending now: enter image description here

Here's my weights: enter image description here enter image description here

I've tried painting the weights every which way but it doesn't seem to change anything at all.

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  • $\begingroup$ Hello could you please share your file? blend-exchange.com (remove the parts of the character that you don't want to share) $\endgroup$
    – moonboots
    Commented Mar 3 at 14:52
  • $\begingroup$ @moonboots Posted at the top. Thank you. $\endgroup$ Commented Mar 3 at 14:57

1 Answer 1

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As we can see if we select one of these vertices it is assigned to several vertex groups (not sure what are the 2 firsts) but the weight of arm.l is much higher than the weight of shoulder.l, so the influence of the forearm will be much higher when you'll bend the arm:

enter image description here

What you could do is remove all this edge loop from any group:

enter image description here

Then assign it to the groups called shoulder.l and arm.l with the same Weight (it can be 1, as long as the weight will be the same, both the 2 bones will have the same influence):

enter image description here

Also maybe check the adjacent edge loop, and enable the Preserve Volume option of the Armature modifier. Result:

enter image description here

Also you could try some alternative topologies:

enter image description here

Or:

enter image description here

If you want the vertices of solution 1 to merge so that you get solution 2, select all these vertices, assign them to a new vertex group that you'll call Weld for example:

enter image description here

Give your object a Weld modifier, select the Weld vertex group and increase the Distance until the vertices merge when the arm is bent:

enter image description here

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  • $\begingroup$ Thank you! I actually like the new topology idea. I'm wondering now if it's possible to use a combination of those two topology suggestions. I'd like it to use the first one until those two inner edges touch, and then I want those edges to merge into one and then bend on a single edge like in your second pic. Is that possible? $\endgroup$ Commented Mar 3 at 15:57
  • $\begingroup$ See my edit and try the Weld modifier $\endgroup$
    – moonboots
    Commented Mar 3 at 16:09

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