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When trying to weightpaint my mesh some mesh gets deformed.

enter image description here

I searched for an answer and found this question, but the solution does not work. The problem only affect some bones - all bones which have a IK. If I subtract the weight paint the deformation goes back to normal.

The .blend file can be found here

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  • $\begingroup$ When I subtract the weight paint the deformation goes back to normal. $\endgroup$ Commented Mar 6, 2016 at 17:13
  • $\begingroup$ Can you upload your .blend? $\endgroup$ Commented Mar 6, 2016 at 17:23
  • $\begingroup$ The post now links to the .blend file $\endgroup$ Commented Mar 6, 2016 at 17:27
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    $\begingroup$ Hi, please use blend-exchange.giantcowfilms.com in future for file-hosting. See: meta.blender.stackexchange.com/questions/630/… $\endgroup$ Commented Mar 6, 2016 at 17:49
  • $\begingroup$ Okay, will use that in the future. I'm new to this forum and didn't know that was a thing. Thx for the advise. $\endgroup$ Commented Mar 6, 2016 at 18:01

2 Answers 2

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if you switch your armature to rest pose in the armature tab, properties editor, you can be sure that all bones are in their default orientation and location, even with constraints on them. thats easier and faster than manually trying to find them and resetting values.

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Solution found!

The bones with a IK property applied to them where rotated slightly. This made so that the mesh rotated around to match the rotation of the bone.

How to fix

Check the rotaions of the bones in the vicinity of the deformation, in this case resetting the rotation on all the bones (suggested here) didn't help. I had to manually rotate the bones so that they didn't longer deform the mesh when the weight paint was applied.


IK bone rotation

Notice that the Z-rotaion is not 0.

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