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I have a sea turtle mesh and skins I have created in ZBrush and Blender, and I spent some time in Blender trying to make as nice a mesh as I know how... or at least as I think I know how.

For the head, neck and much of the rest of the critter I get good movement and deformation of the meshes and skins, except in the armpit... when the flippers meet the body. See the images I have attached.

sea turtle

Although that showing the tearing at maximum bone movement, it shows up with almost any movement.

Am I asking individual bones to do too much? Add more bones and reweight? Or should I have built more crenellation into the skin, so there are true folds that can move? And/or have a I missed something even more obvious? The tearing and stretching of the mesh is more than I have seen in other rigs we've done, and leads me to think I am missing something really fundamental about geometry and weightpainting...

Thanks!

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  • $\begingroup$ can you post a pic of that same view in weight-paint mode, one each for the bones on either side of the point in question? $\endgroup$ – Mike Metcalf Sep 15 '15 at 1:09
  • $\begingroup$ Just posted a fixed view.... $\endgroup$ – rcgauer Sep 15 '15 at 18:35
  • $\begingroup$ my working hypothesis was that there was too abrupt of a transition between the influence of one bone to the next, but I'm not sure, and further, I can't tell from what you've posted. The mesh looks sufficiently tessellated that such a distortion shouldn't be happening, but that would entirely depend upon the weight painting. In general, I would say that the influences of each of the 3 or 4 small bones in the shoulder area should not have abrupt weight-painted transitions, and that when animating a fin movement, you would be careful to only rotate any one bone by a small amount. $\endgroup$ – Mike Metcalf Sep 16 '15 at 20:02
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Actually... I threw away everything and recreated, using face masking to assure good delineation of weights.... but that leaves two variables to explain it: better bone alignment to the intended motion of the critter, and more precise weight painting. Face masking rocks. This is the final one... I did not get a weight view of the faulty one.

enter image description here

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