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So I imported a model into Blender that already has vertex groups and a skeleton. I then imported a metarig and made it the exact same shape as the imported skeleton. I applied the armature modifier and deleted the custom skeleton and then I made another armature modifier and set the object to the Metarig. The mesh deforms fine. So then I generated a rigify for the model and it worked out fine. However, I went to the DEF bones layer and I saw that the arm and leg bones were subdivided. So I then set armature deform of empty groups to the bones and I renamed the original vertex groups to the arm and legs vertex groups. I then cut the weight paint in half for the subdivided bones manually like so:[![enter image description here][1]][1]

enter image description here

But when I pose the arm, the mesh deforms incorrectly at the armpit:

enter image description here

What should I do to fix the mesh deform problem? Auto weights is not an option because this model has too many accessories like a crowbar and many pouches. Thanks for your time.

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  • $\begingroup$ based on second image, it should be fairly easy to manually fix, in weight paint mode...? There should be (at least) a vertex under that arm, with some high undesired weight. $\endgroup$ – m.ardito Oct 26 '16 at 17:56
  • $\begingroup$ m.ardito Thank you for your input. I would post a image of the mesh's correct deform if I could, but I only can post 2 images. My question was ill formed, so what I meant to say was why does rigify mess up the vertex groups when the vertex groups are fine in the Metarig? $\endgroup$ – Abe Oct 26 '16 at 18:45
  • $\begingroup$ Understanding why, without having your exact model and without being able to replicate all your edits is near to impossible, unfortunately... have you tried with older blender versions, just in case, or even the new 2.78a? $\endgroup$ – m.ardito Oct 27 '16 at 19:58
  • $\begingroup$ I'm using Blender 2.78a. $\endgroup$ – Abe Oct 27 '16 at 23:13
  • $\begingroup$ @Abe could you please share the .blend file so we can help you? $\endgroup$ – Tak Nov 2 '16 at 4:49
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I know what I did wrong! The bad mesh deform is because I didn't rename all of the vertex groups and just the arm groups. The weight paint was overlapping from the chest vertex group and renaming it fixed the bad deform.

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