Now I'm learning the new features using small objects like an arm or a leg. What I'm trying to do is create a weight map using metaEffector, which I succeed at and then manipulate the geometry using direct weights with the bones.
The problem is that the directions are extremely vague as there is an order to how things go if you want to get things done. So here is what I did.
I used bone deform to create my shoulder and forearm bone. Anchored and Goaled it for IK and everything worked fine. Next I went back into setup, added a metaEffector and 2 Effectors. 1 for bicep, and one for Forearm. I made sure that the mesh was in the MetaEffector list. Then I parented those effectors to the shoulder and forearm bones, positioned them and adjusted their weight. Next I switched bone deform from Factored Weight to Direct Weight. I went into animate mode and the bottom of the arm just disappeared. When I moved the goal around, the top of the the arm was unaligned and shrank. Not what I was expecting at all.
So I tried something else. I decided to add a metaEffector for each bone. Thus I added a second metaEffector and gave it an effector and mapped it. Well, the same thing happened and all it did was tear it away and the lower arm disappeared as though nothing was there when I went into animate mode.
Where am I going wrong? I'm assuming that I can work it like lightwave where I can map the bones to the weights and have it work as such but that doesn't seem to be the case. I can only assume that I'm doing everything correctly but I don't know because there is no directional information on the topic of applying metaEffectors anywhere in the docs which are dissappointingly vague. I've explored the sample scenes but that 1 metaEffector sample scene does not address the problems one encounters when rigging humanoids using weights as well as working with metaEffectors in conjunction with Bone Deform.
Can someone please post, or point me to a sight on the web, or even a secret PMG hidden information stash on a solid model of how to apply weights while rigging and getting it to work effectively.