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1. Apply mirror modifier in object mode
(bones have to be assigned to actual vertices, not a mirror)
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2. Add armature
Click on the joint ball - extrude with E
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3. Select and Duplicate bone section
Mirror duplicated section
align by pressing x, y, z + snap
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4. Display bone names:
armature data -> viewport display
[x] Names
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5. Connect duplicated bone to the original joint
Bone properties - Relations: [x] Connected
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6. Parent mesh to armature
select mesh + armature (Ctrl)
With cursor on main window - in object mode: hit Ctrl-P
alternative 1: With Empty Groups
alternative 2: Automatic Weights
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(in order to clear parent: Alt-P with mesh selected)
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7. Assign vertex to bone (With Empty Groups)
Select mesh in object mode
open the Data section
enter edit mode with TAB - select and assign vertices to bone groups
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8. In object mode -> select Armature
enter Pose Mode (not edit or object)
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9. Open Dope Sheet in another window
change mode to: Action Editor -> click new
(several animations for one object)
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10. Rotate bones in Pose Mode to animate
select entire armature: double tap A
insert keyframe in timeline with: i
(with cursor on pose window)
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11. Hit SPACE to play
copy inserted keyframe, reuse stored mesh coordinates during animation
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