First we loaded up the zoe model we used previously in the spine rig and like in that exercise, got the model into the centre of the scene and deleted history along side freezing the transformation.
Then I began to create the actual joints of the arm, again thinking of where I will need the joints to bend. Below is a picture of the outcome as well as the outliner once I had renamed each of the joints correctly.
I then created an IK handle from the top of the arm to the wrist so that the arm can bend realistically. To then control this IK properly I made a controller and put it around the wrist, and once cleaning its history etc I orient constrained it to the wrist IK. This then allowed me to move the hand around and bend the arm with the controller.
With the rig now ready to go I connected it to the mesh by selecting them both and going onto skin - bind skin - smooth bind options in the Animation tab. In the options menu I changed some things that was shown to us in a presentation and applied.
As you can see, the bend of the arm just deforms the polygons instead of moving how a real arm should. So to fix this I will be using the Paint skin weights tool and hopefully making it seem more natural.
Here is the arm once I had used the skin weights tool for a while and got used to it, but I didnt find it too hardly thankfully and Im happy with the way the arm now bends.







