I’m having a problem getting smooth deformation between face groups. I’m trying to rig this fox - the tail is just an example - same thing between all groups. The tail has three bones and the ugly distortion is between each bone. The bones are in a hierarchy - bone1 the parent, bones2 and 3 parented. This pic shows parent and children weights and all faces are accounted for in the groups and given weighting. In the pic, only the parent bone has been moved.
The two videos I’ve watched - the duck and the sash use very different approaches for assigning weights. In the duck one, the face group is selected and the selection expanded by two iterations. Filled 100% and smoothed 10%. In the sash one, the selection is expanded a lot more, filled 100% and smoothed 100%. This is obviously because a different type of deformation is needed.
I have tried both and all sorts of combinations between, but can’t get a smooth deformation.
Another problem is that in expanding the selection, the expansion goes both ways - bone 1 expands too far into the hip - I obviously don’t want the backside deformed when the tail wags!
What puzzles me is that, with all the faces accounted for and weighting allocated, the whole tail should move smoothly when only the parent is moved, regardless of what the smoothing between face groups is.
I would really appreciate any advice in solving this issue - even some sort of “rule of thumb” to get me on track would be great.