I feel really stupid but I can't seem to get the simple arm rig to work the same as yours...when I rotate the child bone, ...

I feel really stupid but I can't seem to get the simple arm rig to work the same as yours...when I rotate the child bone, it tries to deform the entire mesh in a really strange way. I've redone your method in the video several times and keep getting to this result, and tried comparing to the source file and can't locate the difference :( File is here: https://skfb.ly/QyqV Any thoughts?
  • mshubes replied
    And just to clarify what I mean, in case you can't repro... Resting position: http://i.imgur.com/AZEAjki.png After rotating child bone: http://i.imgur.com/7FSZoK6.png
  • mshubes replied
    Oh jeez, never mind. I somehow totally missed (multiple times) the step about re-calculating the normals. Doh! Works now :)
  • Kent Trammell replied
    Thanks for sharing your solution!
  • duketogo replied

    Hello. I did the same mistake and took an hour to get it.

    start with circle, normal flipped,recalculate normal made it right.

    but I don't still understand what it means. why the normal influence the mesh's rotation..?

    I took screen shots that showing a part of normal looking at inside of arm in the wrong example.

    I should stop thinking too much and move forward for now.

  • Kent Trammell replied

    dduketogo Since mesh faces are single-sided planes (with no thickness) by nature, the normal determines which direction the face should be displayed. It can be weird to understand this because we can't physically recreate a single-sided face in reality.

    Everything in our world has dimension to it, even a piece of paper, which is an obvious comparison to a mesh face. A piece of paper has thickness to it, however very thin. So it's actually a cuboid shape with 6 sides. For that reason, a piece of paper is viewable from all sides whereas a mesh face is only viewable from the direction its normal is facing.

    But in the computer we can reverse the normal direction to tell each face to display in the opposite direction. In a way, it's like turning a shirt inside-out.

    Again, it can be weird to understand face normals since we can't recreate it in reality..but I hope that explanation helps.

  • duketogo replied

    Yea. It helps! 

    Meshes are not physically based material. Being beyond reality doesn't mean divinity though.

    So if faces are facing wrong directions, they get messy with rotation. 

    Especially groups of faces rotating with a pivot point. I guess I get it now.

    Thanks

  • Kent Trammell replied

    Being beyond reality doesn't mean divinity though.

    Or does it? 🤔 Heh I kid.