Select the skeleton tag on the object your have the joints associated with.
Select the joint that you are bending from the Skeleton Properties. Then from the menu go to Tools, Character, Vertex Weighting. From their you can either add or subtract influence of a joint to a vertex.
Looks like you have a joint in the arm that has influence on a vertex that is part of the body. You need to subtract that influence from the vertex in the body (it will be orange and you want it to be grey).
Sometimes, removing influence can be an issue if you don't have enough geometry (vertices) in areas that bend.
Also, check the help manual.
Hi.
I think this is too much effort for a simple robot rig; you can pretty easy rig it by hierarchy.
I attached a part of a robot like thingy, think you get the idea.
Cheers
Frank
I know I know.
But: I wouldn´t recommend using weighted joints on an almost primitive/geometrically mesh like your robot. Didn´t say it´s not doable.
Why not rig an "primitive" character instead?
I'm not sure what you mean by primitive. A human figure perhaps?
Like Frank has illustrated, put your robot in the classic T pose before binding to the mesh. This can help with only having joints binding to the appropriate vertices.
I happened to download you quarter robot file, and was rotating the shoulder joint on the X axis, but I kept getting distortion along the limb. For instance, the hand went from a ball shape to an egg shape. I have noticed this behavior before, but haven't given it a second thought. Does anyone know why it happens and how to control it so that it does not happen?Hi.
I think this is too much effort for a simple robot rig; you can pretty easy rig it by hierarchy.
I attached a part of a robot like thingy, think you get the idea.
Cheers
Frank