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After I rigged a model part I noticed that some linked parts got kinda deformed, mostly they moved from the original position.

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Does anyone knows what causes this and how can I prevent or fix that issue? I tried to move the linked part but the whole mesh starts to follow it... Yeah, I'm more of a 3DMax user and I'm kinda lost on Blender.

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    $\begingroup$ This is mostly due to wrong/inaccurate weithing of your skinning. we could give you more indepth answer if you provide us your blendfile. you can upload it here: blend-exchange.giantcowfilms.com $\endgroup$ – Demons Fate Sep 13 '16 at 8:52
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    $\begingroup$ Also, pls update the title of your question to a proper sentence that fits your problem. i recomend sth like "mesh gets deformed after adding a rig" $\endgroup$ – Demons Fate Sep 13 '16 at 8:54
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    $\begingroup$ Try playing with weight paint . If this didn't work it would be way easier for us to give you a solution if you provide your .blend file . $\endgroup$ – Chris 222 Sep 13 '16 at 11:32
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Go to Object mode, select the armature that you "have" in your current object (the one that doesn't deform well), then go to pose mode or edit mode and press A on your keyboard until all the bones are selected.

Then go to object mode, select the mesh object, go to weight paint. From there, in the menu, select Weights and then select "Assign Automatic from Bones".

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Even with the above answer distortion is inevitable, but fixable with the use of shape keys. I suggest researching these if working with realism in your animations.

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    $\begingroup$ Distortion is often avoidable with proper weight painting, especially in a case like this. Shape keys should not be necessary. This is almost definitely a case of incorrect weights, and trying to fix a weighting issue with shape keys is not a good idea. $\endgroup$ – Brenticus Dec 4 '17 at 6:53

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