Making rigid 3D human model with armature

Hi everyone here is a little long procedure to explain.

Aim:- Rigid body animations through XNA libraries. Model created in blender 2.56 will be given to code.

I created a 3D humanoid model with multiple meshes.

I created all body parts separately using mirror modifiers. Now I created all bones and attached them, means made a skeleton,

I am supposed to code some gestures in the XNA code which I had written for displaying the model. I need bone matrices for that and bones should be parents of individual meshes.

Each individual mesh should be child of previous mesh, like upper arm mesh should be child of torso mesh(chest mesh), hand mesh should be child of lower arm mesh e.t.c.

Is this way of parenting correct.

meaning first parenting the meshes and next parenting entire collection of meshes to the skeleton. i used CTRl+p fpr parenting skeleton to collection of meshes and just ‘p’ to parent meshes.

Ultimately I want to move entire body part along with the bone using kinematics.

I am not sure what XNA libraries are, but I think you just need to parent the segments to the individual bones that will control them. There should be no need to parent them to each other.

You mean to say just parent individual bone to its corresponding mesh. No need of parenting bones to each other.

This is some kind of game engine related question. Ask a moderator to move this to one of the game support forums. Nobody here in modeling but us Blenderheads.

bones are parented to each other automatically as they are extruded. if you with to change the parenting order, you can do so in the properties panel.

Moved from “Modeling” to “Animation and Rigging”