What does this mean?
Locking Things Up
Final steps: Lock the appropriate axes of the bones, and organize your layers
Found here: http://wiki.blender.org/index.php/BSoD/Introduction_to_Rigging/Arm_Rigs
Well, two links away. I back tracked back to the arm rig, the hand rig was never done, to see if I had missed something… but the arm rigging was never finished either.
Im not really sure how helpful this these pages are, since too many options are left unexplained.
In option one, what do you do with the armUV ?
Could someone please update, finish this part of the wiki?
What about the picture of the bones inside of bones? Whats that?
Thanks
PS Here: http://wiki.blender.org/index.php/BSoD/Introduction_to_Rigging/Leg_Rigs#Let.27s_Build_It
I followed the tut per word for the chicken leg, and nothing moves as pictured. Nada, nothing. every bone just pulls away until you pull the upper leg, then the foot and lower follow it.
PLease can someone fix this wiki? or ME?
Sorry to nag, but further down the legs rigging page that everyone tells you to read, it shows a couple pictures. It tells you to make one set:
The concept behind this rig is that we can use a simple leg rig that is easy to control and animate, to control a second set of leg bones which does the mesh deforming
But neglects the details? And the hierarchy really doesnt make much sense to me. I guess if you could write the tut, you can understand it. I think it is a waste of space!
So you make two bones called upper leg rig and lower leg rig. Then you are shown some hiearchy which is pointless. Because I dont have a legUV or even something called a leg!
Reading further…Im now supposed to add some contraints to things that dont exist.
IK constrain leg to legIK and set
We dont have a leg, or a legIK bone?
Following on:
Now add a new bone about 0.4 units above the leg root point
You have to start assuming, I guess? Since there is no leg bone, this much mean the root of the whole leg? I dont know.
But until this is fixed? Please dont tell people to go there, Thank you again.
Sorry for my out here, but MG!