When you connect a series of bones to a different bone and the image becomes distorted, it is likely due to non-uniform scaling or incorrect binding of the mesh to the bones. Here are some steps to troubleshoot and fix the issue:
Check for Non-Uniform Scaling: Ensure that the bones are not scaled non-uniformly. Non-uniform scaling can cause distortions when bones are rotated or moved. You can reset the scale of the bones to 1,1 to see if this resolves the issue. Use the Bone Length Tool instead of the Scale Tool to adjust bone lengths without affecting the mesh.
Update Bindings: If you have moved or scaled bones, you may need to update the bindings of the mesh. This ensures that the vertices of the mesh are correctly bound to the new positions of the bones. You can do this by selecting the mesh and clicking "Update bindings" in the weights panel.
Check Deform Settings: Ensure that the "Deform" checkbox is checked when editing the mesh. This allows you to adjust both the vertices and UVs of the mesh. If "Deform" is unchecked, you are only adjusting the texture coordinates, which can lead to distortions.
Use Compensation: When adjusting bones, use the compensation feature to prevent child bones and images from being affected by the changes. This can help maintain the original shape of the mesh.
Reparent Temporarily: Temporarily reparent the images and/or child bones to another bone while making adjustments. This can help prevent distortions during the adjustment process.
Check for Skin Bones: Ensure that skin bones are set correctly. If skin bones are not set properly, vertices of the mesh may move to incorrect positions, causing distortions.
For more detailed information, you can refer to the following resources:
By following these steps, you should be able to resolve the distortion issues when connecting bones to a different bone.