Moving one part of the rig affects other parts of the mesh

So I’ve been trying to get into animating in blender , and when successfully overcame a bug that really messed with the animation itself , I was met with this problem.

And can not move one part of the body to start the animation without it significantly affecting other parts , how would I fix this ?

The movement is likely occurring due to vertex groups that are connected between mesh parts. You should be able to delete those groups and have each bone move its corresponding mesh part independently. I am including an image of where to go on the Blender interface. Let me know if this solves it for you. You might also want to look at some info about weight painting as that can be a result of this as well.

1 Like

I have managed to do what you advised me to , but it is still stuck in some parts

1 Like

The most likely reason that is happening is because some vertices are not assigned to each bone. You may want to create custom vertex groups for each of the R15 parts and make sure they are parented to the correct bone. I’m sorry this is a bit complicated. The best way to quickly select a part and set vertex groups is to be in edit mode and select one vertex then press CTRL + L and it will select all vertices that are connected to that one. You can then press assign and it will add those to the group you’ve created. If you find that it is not selecting all of the vertices for one body part (Roblox character meshes seem to be weird when imported into blender and sometimes aren’t fully connected) you can (in edit mode) click mesh → clean up → merge by distance and then tweak that and any overlapping vertices will merge. Just make sure you don’t accidentally merge multiple body parts. Try that out and let me know how it goes. If you’re still stuck and want to send me the blend file I will look at it for you.

So in the end by redoing everything I managed to get it to work , with just one problem that I can’t seem to be able to fix , this is sort of related to the same issue but now the head leaves behind a second head , and it really bothers the whole process

If you are able to select both heads you could just join them with CTRL + J then go mesh → clean up → merge by distance and that will take care of your problem. If that second head is not something you are able to select, you can upload your blend file and I will look at it

Apparently the face of the mesh was a problem because it created a second head when imported , after reimporting it without the face everything worked just fine. Thank you for taking your time to answer my questions

1 Like

No problem. Sorry if I wasn’t super accurate on everything. There’s a million things that can go wrong in Blender but it’s such an amazing software. Good luck with your animations!