Well I have one thing that I simply can't get my head around:
When rigging something, does everything have to be affected by a bone in a certain proportion?
Let me explain:
When I rig the model to the TopN bone, I select all the vertices and I set the weight to 1 that way it controls every vertex point. When I do that, all the vertices follow it fine.
However, when I get to the TransN bone, I try to do the same thing, since it affects all the vertices as well. However, when I set it to 1, the TopN rigging disappears. :|
What am I supposed to do when I get the the arms, which have multiple things going on? D:
Hai again. I drop in so often don't I?
Anyway the answer to that would be a resounding NO.
How rigging works, is that you decide what bones control what vertices right? Note that if you rig vertices in the forearm to the elbow, when you rotate the elbow bone, you'll rotate those vertices. But if you rotate the shoulder bone that isn't rigged to anything, it will rotate the elbow bone, which will also rotate the vertices connected to the elbow. The TopN doesn't have to be rigged to any vertices to work, becuase it still controls the entire model without any rigging due to bone hierarchy.
Do it like this:
Start BIG, then get small.
Set the ENTIRE arm to the RshoulderJ or whatever.
Then set the Elbow onward to the RArmJ
Then the hand and fingers to the RHandN
then the entire index finger to the R1stNa
then the index finger joint to the R1stNb
and so on for the rest of the digits.
That method should give you a fully working arm rig.
Also note that bones like EyeYellowN, TransN, HipN, HaveN, etc. don't actually control any vertices, and therefore don't need to be rigged. The TransN will still move the model, and the HipN will still rotate it, even if they aren't rigged to anything.
Hope that helps.