I’ve been looking for hours on google without success.
Basicaly, the docs on blender.org say you should be able to EKEY extrude a bone off the root of an existing bone. Normally you extrude off the tip of an existing bone so this behaves like they were all linked-up.
Now, when you create a bone off the root of an existing bone Blender does not automatically connect this bone to the existing bone. Blender.org and others say you use ‘Armature Bones’ panel in the ‘Editing’ section (F9) to make the new bone a ‘Child of’ existing bone using ‘Child of’ pop-up menu just right of the Selected bones name but when i try this trick the bone i want my bone to be the ‘child-of’ never comes up.
Is this a flaw blender.org or Blender? I saw that it says only ‘valid’ parents are populated in the ‘child of’ pop-up menu but i only ever get one bone and this is usually highly irrelevant to the bones i want to link-up.
Basically i know they are ‘connected’ by doing EKEY extrude because there’s a dashed-line the links the bones but i want to animate my character fully using the ‘Pose’ mode and this obviously is not ‘connected’ enough for me to do so.
Also I tried CTRL-P to ‘parent’ the old bone but that moves the new bone to the tip of the old bone - not what i want. I know there is an option to ‘maintain existing offset’ but this isn’t what i want either as the connection is not a full connection.
Basically the only way - and it seems poor to be honest - to work this is to make a sort of ‘grand-daddy’ bone for both bones and then making the old bone child of it. Then i can simply extrude my new bone of the grandparent instead which saves messing around, but it means i have to create a grand-parent bone so i’ve got another bone to worry about. Seems rather odd to have to do this.
Can anybody help me?