   rigging in blender the "old way"
  Hey.After googling a bit i noticed that theirs two ways of rigging models. the older way where you would make the meshes children of the armatures and where all the meshes stays static and then the modern way that allows you to actualy deform meshes and do other neat stuff.I want to create  models for my game using the "old way" because my engine is still too primitive for anything else but i cant seem to find any information on it other than the fact that it exists or existed. All i find is tutorials on the "modern way".Please point me in the right direction.Thnx in Advance!   
  Sounds like you want a new mesh for each frame. IE model is 300 verts, each frame of animation is a new model that is 300 verts?You animate everything the same way if this is what you want, you can then individually click "bake" or something similar in the animation tab "Make Real" or something, and it will convert the deform data to a static mesh.   ;  no thats not it. i stil want to create skeletal animations..hmmm. i cant realy explain it dont have the termonology. o wel. il google some more. "rigging without using modifiers" maybe?   ;  You just have to parent the separate meshes to individual armature bones, you do this using the button panel, but I can't recall the exact steps to do so.   ;  yes thats it Kwitatz. i was just looking for a tutorial or documentation on how to do riggin in blender using that method. i have never done rigging before and i dont care about any of the newer stuff for now.   ;  So, did you find out how? it is not that hard, I did this for a car model where the wheels didn't need to be part of the chassis mesh.   ;  o soz i wasnt clear. no i havent but im still googling. but i should probely just go play with blender instead til i figure it out. seems simple enough[Edited by - EternityZA on April 8, 2010 11:46:36 AM];  Ok, got it.Select the mesh, go to the Button Window and select the Object Panel (press F7 or click the icon with the black axes), you will see a constraints window to the right, click "Add Constraint" and then "Child Of".In the new fields that show up write the name of the armature in the text box labeled "OB:" (Object), you can tab on these for auto completion, then a new text box will show up, "BO:" (Bone), write there the name of the bone you want to parent the mesh to. You're doneYou can click the armature and go into pose mode, move the bones around and see how the meshes follow the bones.   ;  Its working nicely.Thnx alot :D   