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Started updating this page on Jan 8th contact me on the docboard mailing list for any question
[edit] Vertex groups
Could some put a link to the place where it is descibed how to let the eyes and decoration move correctly when Gus is moving? Even when this needs knowledge one does not have, it is IMHO better to have a problem to solve than to go through the documentation step by step (rather boring ;) )...
[edit] Selecting all Armatures or not?
In Rigging section it says "Now place the cursor in the center and select all bones with A". It is not clear that there is one armature being created before the mirror, as adding a bone with the 3DCursor relocated to the hip really means that there are, at that point, one armature with three bones, two of which are for the hip and one left for the arm.
[edit] Button missing
The Tutorial says Press the "Draw Names" Button, but the Button is labled "Names"
[edit] Problems following this tutorial
I have followed this tutorial step by step,but when into the skinning process(vertex group part) I cannot find the buttons described in there such as assign or remove in the vertex group panel.
And secondly pressing I doesn't seem to store my pose to the current frame,what I suppose is that when I go back to some frame I stored my pose before,the pose automatically go back to what it had stored,instead of the one I'm working,or does Blender do not have such features?But from what I get from the tutorial,it seems it does have such feature,like this one: We now need a third pose at frame 21, with the right leg up, because we are in the middle of the other half of the stride. This pose is the mirror of the one we defined at frame 1. Therefore, return to frame 1 and, with all the bones selected, in the Pose Menu in the 3D Window header select the Copy Current Pose entry, see (Pose menu). You have now copied the current pose to the buffer.
I think is it something associated with the edition?I am using the 2.49b,but I found this tutorial was written long time ago,so,anyone could help?Thanks~







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