Time to break out the head-rig pic again As Rick says, the keys to good eyelid bones is getting the pivot in the right place, and having the polys in the lid so that it rolls over the eyeball well.
Actually looking at it I don't think it can kneel down. There's no pivot at the foot, as if he's wearing one large, steel, knee-high boot. Not quite sure if it'd even be able to walk in this instance.
Hello I dunno what happened , I even tried resettingthe center pivot of the object but the symmetry tool seems screwed that its symetrizing in a weird way , hoe can that be ? How can I revert it back to normal symetry?
Maybe not the exact plugin, but I know there is a plugin that it did the same things that this one does, but for blender... I cant find it. I remember It used Empty objects as core pivots to serve as references.
Doors need two hinges to be able to swing :) Also you need a door frame for the hinge to be able to pivot on, Here's a quick example It's optinoal, but will add a bit more detail to your model.
Aren't you simply looking for "parent" coordinate system ? (top listbox) Subobject will get the object pivot. edit : holly cow, didn't notice the date. Well i let that here anyway.
Use bones but set influence on whole elements - for example, the top arm bone has its pivot aligned on the screws, and influences all the metal parts of the top arm, with a soft fallof on the cable.
I need each cube to scale on its own center even though they're all part of the same mesh I tried selection/pivot/transform and none worked like the extrude
I forgot to make an update: So you were right, thanks for help! I selected tool that was causing troubles, went to Transform > Set Pivot Point, and then I could dynamesh it with no problems!
Whenever I want to make an element the active one (like when using the active element pivot mode), I deselect it and select it again. I think it's always the last one selected.