Updates and other issues:
I thought I had figured out a way to get my arm to stretch and bend where I wanted it to. I attempted to parent a box to the wrist joint as an experiement. Without IK, it appeared to stretch the end of the arm, just like I wanted it to. However, when I added an IK (or added the box to an already IKd arm setup) the arm freaks out when I attempt to move it via either the box or IK handle . So, back to the drawing board for me
x.x
issue I:I've been fiddling with a way to make my character bend at the hips, without it looking like it bent completely in half. I have a total of 3 joints between the hip_root and the joint between the clavicles. Every time I set up the spine IK for the 3 joints, the whole spine ends up twisting to the left, and my shoulders become off centered.
|head\_joint|
|neck\_joint|
clavicle - spine_joint - clavicle
|joint|
|joint|
|joint|
|hip_root|
If pictures are required, let me know. It's a very simple skeleton setup. clavicle-shoulder-elbow-wrist. that's it. no fingers.
issue II: I setup a blendshape for breathing on my stupidly low poly character. Problem is, when I convert>subd, the blendshape no longer holds. Any ideas on how to fix this? I was thinking a wrap deformer, but someone, whom shall rename nameless, although s/he knows who s/he is, stated that those were heavy on the computing and should be avoided if possible. So, barring wrap deformers, any ideas?
Issue II, section b: Is there a way to limit how far an object can translate, making it only able to move between the values of 0 an 1?