Mesh to Rig Not Working Correctly I imported an animated rig from a kinect motion software program to blender.
When I connect my mesh to the armature &quot;with automatic weights&quot; and play it the character is twisted around and not right. vertex groups were not assigned right so I manually assigned them but where bones bend they are not right.
Tried disconnecting the bones and reconnecting them but still did not work. What would be the correct way of doing this? Thanks
Automatic weights doesn't always work well. The more complex the mesh, the higher the probability of issues with automatic weights.
Also, if your mesh's normals are not right it can make the automatic weighting a little wonky, so you can try recalculating normals before parenting to the armature (select the mesh, go into edit mode, hit 'A' to select all faces and then 'alt + n' and 'recalculate outside'. Hope it helps.