I just did it as if I were modeling the character itself, using the extrude function as my tool of use. Making the armature, I named everything as I went so it was easier to navigate. I also had to keep track of which way each bone was oriented in, because I want each bone to rotate in the x axis, I have to make sure each bone is rolled appropriately. Then, I had to make a hierarchy system of bones. Which means I have to make bones parented to other bones. that way, they are connected. In places like the hand, that is where it would be used most.
All those dotted lines signify which bones are parented to which. so all the bases of all the bones are parented to the end of the hand bone. That means when I rotate the hand bone, all the finger bones rotate with it.
I only made bones on one side of the model because I could just mirror the armature, names too. It is a really cool function that blender has. So, if I name a finger bone "index1.L" if I duplicate it with [Shift+D] then do [Ctrl+M] then just hit the [X] key, to mirror in the x axis, (all while the origin is in the center of the grid with the 3D Cursor) the bones would all be mirrored. But, with all those bones selected, and I hit the [W] key that comes up with special menu, and I select name mirror, it would switch from "index1.L.001" to "index1.R" and that is really helpful.
Now, the reason why orienting the bones are important, is so you can rotate them properly. So I wanted it to rotate in the X-Axis, just like a hand would. So if you don't orient the bones properly, they wouldn't rotate properly like so:
As you can see, all the bones are rotated as they would in a real life hand.
Tomorrow, I will use the weight paint tool in blender, that way when I move the bones, the appropriate sections of the body will follow the bones.
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