How to fix floating objects during weight paint deformation? So far I've been able to find the answers to all my blender questions without having to ask but this one I just dont know what to search for so I wanted to inquire.
The spines on my dragon's tail are separate meshes 'joined' together but when I do weight painting there's always one or two fins per bone that wont follow the contour of the tail even at a weight of 1 but some will at less or even 0 weight. I tried removing the spines from all the vertex groups but then they just detach and float in the air for all deformations.
So my inquiry is; is it possible to have the spines follow stapled to the tail's surface somehow? It confuses me a little how the one outlined in red dose not follow while the one outlined in green does.

Blender file of tail section
Alrighty, I figured a way to make it work. I adjusted the geometry to place edge loops around joints and under the spines so deformation could happen more naturally without such drastic vertex movement. Also increased the length of the spines further into the mesh a little so it takes much more (unrealistic) deformation to help hide the motion. Its not as ideal as having it not move relatively but it'll work for my use case.


The teeth were pretty easy to fix, just painting the weight to the hierarchy correctly made it work. It just confused me when in conjunction with the tail spine issue.