rigging with all bones connected

Which is better to rig a character, I see two different ways in all these tutorials. One show that bones keeping their offset that are separated from the pelvis and legs and others use bones that are all connected into one continuous set.

Some bones should be connected to the other bones, some of them shouldn’t.
I don’t think myself that bones are needed between pelvis and leg, they would just make the skinning and animation more complicated.
In my opinion, here’s a good tutorial to understand the basics of rigging.

Someone might end up correcting me, here, but I think it’s like this:

  1. You absolutely want the hip socket to be where the actual pivot point of the anatomy will be. If you connect it into the middle of the hip area you’ll get unnatural rotation.

  2. You have the choice—either:
    a) extrude little hip “wings” to bring the base of the spine to those hip socket coordinates, or
    b) leave these bones out and keep it offset.

I think I’d go with option 2b, because I don’t picture ever needing to collapse the hips like butterfly wings, so the extra bones are needless points of control.

What do you think?

-rking

Having done both – I find no difference. Now-a-days I just click “Add meta rig” and BAM. It’s done. On to weighting.

I think the goal is not to make your armature to look like a real life human skeleton, your armature just need to be efficient and to make your work easier for animation.
Some bones don’t need to be connected to the others like the clavicles, the upper arms, the legs, the palm bones … etc ; some bones in real life don’t need to be present in your armature, for instance, the usual rigging of the feet doesn’t look like a real life foot skeleton. Also, you can add some bones in your armature that don’t really match to real life bones like “twist bones”.