Rigging is done with a model in a standard T pose.
Parent objects to create a hierarchy. Create a lattice and move it’s lattice points – It’s a simple deformer.
Blue attributes mean there’s already a connection there – so don’t key frame it as it’ll turn green to show the connections will effect each other.
Always group polygons, controllers and joints together in their own groups. This limits the double transformation problems.
Binding the skeleton to polygon objects. Skin > Bind skin. A vertices can only have a “0-1 influence” from multiple joints. Same idea when painting weights.
Component editor show joint relationship – NAME THE JOINTS!