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I make a fan model of a game character, but when I pose his fingers they bunch up.

I can't understand why it does that, if anyone has an explanation, please help.

enter image description here

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  • $\begingroup$ Short answer - Weight Painting. If you need more, post your .blend file to Blend Exchange. Also see weird rigging problem. $\endgroup$
    – Shady Puck
    Commented Jun 28, 2016 at 2:00
  • $\begingroup$ I used the auto weight setting,and then it scrambled my vertex groups. $\endgroup$
    – user27033
    Commented Jun 28, 2016 at 21:59
  • $\begingroup$ It should have. That's kind of the point. Did it not improve anything? If it didn't please consider posting your .blend file to Blend Exchange and editing your question to add the generated link. Notify me when done. $\endgroup$
    – Shady Puck
    Commented Jun 28, 2016 at 22:02
  • $\begingroup$ I did it,and it screwed up the vertex groups,so I fixed the groups and sure than enough,it started screwing up again. $\endgroup$
    – user27033
    Commented Jun 28, 2016 at 22:31
  • $\begingroup$ Posted the blend,please send it back to me when it's fixed,no changes to the mesh,just please fix the weights,and no releasing it to YouTube or Steam. $\endgroup$
    – user27033
    Commented Jun 29, 2016 at 0:04

3 Answers 3

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It's me again User27033.
I figured it out.
What I did was that I duplicated and separated the hands and hand bones, then I parented the hands to the bones but you have to separate the bones first by the left hand and then the right.
Then after you have used Armature Deform > With Automatic Weights, change the parent on the Armature Modifier in the Modify tab, delete the attached bones to the hands that have been detached from the mesh but not the main bone group and then join the hands back to the mesh and rejoin the vertices.

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The weights probably aren't proper. Click on the mesh and press Ctrl + Tab, then click the bone you're moving. The more red an area is, the more it's influenced by that bone. Play around with it until you achieve the desired result.

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Maybe I wasn't clear enough, but the following is my procedure.

I LMB LMB selected the mesh and then Shift + LMB LMB selected the armature. I keyed Ctrl + P and chose Armature Deform > With Automatic Weights. I did not do any additional weight painting or anything. I was able to produce the following results.

Mesh:

enter image description here

Rendered, 19 Samples:

enter image description here

.blend file:

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