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I have a character made of 5 different parts, each with 5 different meshes and armatures (one for each limb and one for the head and torso). All armatures have been parented to the 5 meshes with automatic weights.

5 different meshes, 5 different armatures

3 of the armatures work properly.

Working armature

The other 2 act differently.

Misbehaving armature

Wherever the bones are placed, the mesh deforms in the opposite way. I've tried recalculating the normals on the mesh, as well as lining up the origins of the meshes and armatures, but this problem persists. What is a possible solution?

Still image of armature problem

Here's the .blend:

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  • $\begingroup$ Select the mesh and [Ctrl]+[A]>rotation. this will apply the rotation of the mesh which may have been flipped when you mirrored. $\endgroup$
    – ruckus
    Jul 4, 2015 at 1:57
  • $\begingroup$ I just did that and the problem remains. Should I share the .blend file? $\endgroup$ Jul 4, 2015 at 2:01
  • $\begingroup$ probably the best. use a service like blend-exchange.giantcowfilms.com $\endgroup$
    – ruckus
    Jul 4, 2015 at 2:07
  • $\begingroup$ blend-exchange.giantcowfilms.com/b/315 $\endgroup$ Jul 4, 2015 at 2:18
  • $\begingroup$ It was the scale. will answer. one sec $\endgroup$
    – ruckus
    Jul 4, 2015 at 2:30

1 Answer 1

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You needed to apply the scale. Select the affected meshes and Ctrl+A > Scale. Now tab into editmode and recalculate all the normals.

You now need to reparent the meshes to the armature

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  • $\begingroup$ All of the affected parts were scaled to -1 $\endgroup$
    – ruckus
    Jul 4, 2015 at 2:34

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