I managed to screw up adding the ribs, somehow. As I recall, I selected the spine bone, or the stretchSpine bone, theyāre in the same place, and mirror extruded the ribs laterally. The first clue: they didnāt extrude symetrically, the one on the left was a bit longer.
I disconnected them, and moved them out a bit more, tried to get them evenly spread out, but no success. Now, in pose mode, they are jumping to the opposite side of the model:
Edit Mode, Rib_3_L is on the right side
Pose Mode, same rib has jumped to the left side, and completely messed up the modelās torso.
Any ideas on what I did wrong, and how I fix this?
[Edit] I deleted the offending bones, and did some research. Apparently only Fligh understands roll angle, and he has a hard time explaining it. At any rate: hereās the bottom line: The direction a boneās Z-axis points determines itās Roll Angle. For horizontal bones, Z should point up. For vertical bones, Z should point forward. For diagonal bones, if they slant to the front or back, treat them as vertical, if they slant to the side, treat them as horizontal. If they slant some other way, be creative, but consistent: if they are in pairs, make them matching pairs.
Hereās how to get there: always add bones in top view. Switch to other views to set them in place, but make sure when you add bones using the space bar youāre in top view. (I think extruding picks up bone roll angles from the parent, but I havenāt tested that yet.)
Fixing it once itās messed up:
Ctrl+N Clear Bone Roll Angle doesnāt zero out the angle, it resets it to whatever it started as. If the problem is adding bones in different views, worse, user defined angles, Ctrl+N is hopeless. It will simply recreate the original problem. However, Ctrl+R in Armature Edit mode, with an offending bone selected, will set the bone angle. So, turn on show axis, find the bones where z is off pointing in some funky direction, and Ctrl+r rotate that sucker so z is pointing in a good direction. Iām under the impression that close counts, here, eyeball up or forward is good enough.
Anyway, the vertex groups were still around waiting for some new bones, so Captain Blender is skinned. Still need to do a lot of tweaking, since the deformations when I actually move a pose bone are pretty awful.
Hereās the best she can do, for now.