Didn’t look at mathias’ rig, but I did look at yours. I’ll briefly describe how I’d do it.
First 2 basic things. In armature panel, under display, turn on x-ray so you can see what you are doing. In object mode, 3d window, select the armature and move it to the object layer right below the layer it is on. Now you can see your rig & can control the which is visible via object layers, makes life easy.
Next, fix the mesh objects. Turn on only the mesh layer, select the shoulders mesh, look in the object panel, under relations - basically, I’m not sure what it’s parented to. In the 3d view, alt-p -> clear and keep transform to clear it’s parent.
@ mathias, rontarrant & sago - not sure about this area - the relations panel, parent field… anyone understand this? I think it’s new since the last time I rigged… I’ve always just selected the mesh, shift selected the armature, enter pose mode, select the bone, ctrl-p -> to bone for mechanical rigging. Anyhow, if someone understands it and could explain it to me, it’d save me time…
Back on track, with the shoulder mesh selected, enable the rig layer, shift-select the rig, enter pose mode, select the shoulder bone, ctrl-p -> to bone.
Note to others: if I did the above step thru the relations panel, the mesh would jump around. Could be because of the improper previous parent/child relation, dunno, but I think this is what mathias was expirencing. Could be a bug in 2.62 official that I am using…
Now there is an issue with the hand, cover that later, let’s move on to setting up the bones. Enable both the rig & mesh object layers so we can see everything. Select the upper arm bone in edit mode and go to the bones panel. Set it’s parent to be shoulder and check connected. Now we have a connected chain of 3 bones, let’s fix the constraint & limit things.
In pose mode, select the lower arm bone. In the bone constraints panel, set the ik constraint’s chain len to 3. A yellow line will go from the lower arm bone to the root of the shoulder bone showing use what it influences. Select the shoulder bone and look at it, looks like we only want to allow it to rotate on it’s y-axis. In the bones panel, find the inverse kinematics panel and open it if it’s closed. You’ll see some boxes with lock icons for each axis. Click to lock the x & z axis. Look at the upper arm bone, looks like it can only rotate on z-axis, so lock x & y axis. On to the lower arm bone, looks like it can only rotate on it’s x-axis, so lock the others.
Try it out, it might flip around a bit. Two reasons for this, you need a pole target for the ik, or you need to limit rotations of bones that we didn’t lock axis for. You can limit rotations just like you locked rotations, in that same panel.
To fix up the hand, I would extrude a new bone from the lower arm bone, parent the hand mesh to the bone, and add a copy rot constraint to it, targeting the ik controller. You could parent the hand mesh to the ik controller, but since you can pull the controller away from the arm, that won’t look right…
Excuse me, it’s late…
Randy