Hi there,
I'm not sure what I did wrong here... The weirdest part is also that I did the Left side first, all is working properly, then I symmetrized to the other side, so shouldn't it work the same? 🤔
Anyways... when I move the hand control on the left side, it moves the right hand to the opposite side, and I tried double checking parenting, constraints, connected vs not connected. No luck. I screen recorded it and touched all bones in the hope you guys can spy the issue.
Next I wonder if it's something to do with the vertex groups, but I think that'd be weird? Anyways, I'll watch the next video now to see if I get some insight.
The problem is with the weight painting. As to why it weighted to the left hand, I don't know. In weight paint mode you can select the right hand deformation bone and click weights->Assign Automatic Weights from Bone. Make sure options->Auto Normalize is checked before doing this. This way it will only Auto weight that one bone and not mess up the other weighting you've done. Auto Normalize should remove the weighting of the right hands vertices from the left hand vertex group.
**Edit** is there a vertex group for the right hand's deformation bone?
Hi Nathi,
Take a look at Dwayne's **Edit** comment. This will be the issue.
There is a mirror modifier on the mesh, which is above the armature modifier (as it should be).
But you might remember that the mirror modifier will mirror the .L weights into a .R group ONLY if that vertex group already exists (it will not create it for you).
So just create the group called DEF-Hand.R and the modifier will do the rest.