How can I create a rig where each bone only affects its surrounding mesh? So, I am trying to create a version of Minecraft Steve in blender to use in ue4. Each body part I have made isn't joined to another physically, but they are all one object. I have rigged it, however the weighting seems to affect the entire model not just the surrounding faces. Can I weight it somehow to only move the one part, e.g. the arm and none of the body or head?
You have 2 solutions:
Parent With Empty Group instead of With Automatic Weight, then in the Properties panel &gt; Object Data &gt; Vertex Groups, assign the selected vertices to the vertex groups they are supposed to be part of (the groups that have the name of the bones that are supposed to control them).
Or select your object, go in Edit mode, select all, separate your object in several different objects wit P &gt; By Loose Parts, then back to Object mode, select a limb, shift select the armature, switch it to Pose mode, and parent to &gt; Bone.