In the video, you parent the CTRL.MCH_Widget bone to DEF.Arm_2, but when I do it on my rig, it creates a dependency. No matter what I do (removing constrants, using contraints [like copy location/rotation on an 'agent' bone], reparenting, creating a new dedicated tracking bone then coping its transforms, ect), it still creates a dependency.
What am I doing wrong?
Also, how in your example, how does parenting the CTRL.MCH_Widget with the DEF.ARM_2 bone not create a dependency?
One mantra that we all use is, just start over from the beginning. When you are super stuck and nothing makes sense, it's always the best idea to start over than to try and fix things to no end. You'll see your mistakes more clearly, gain speed and the knowledge really solidifies on your mind. So don't be afraid to start the lesson from scratch and by the time Wayne gives you an answer, you'll probably have already discovered it yourself and Wayne will be proud and stuff.
1. In pose mode, Remove or disable all constraints
2. In edit mode, select all bones and remove parenting(Alt+P).
3. Select Close, shift+select DEF-Base, shift+select DEF-Base_spin. Then shift+select Root bone last. Then Parent with offset all of these(Ctrl+P)
4. Select DEF-Arm_01, shift+select DEF-Base_spin and parent offset.
5. Select DEF-Arm_02, shift+select DEF-Arm_01 and parent connected.
6. Select DEF-Clamp_02.L, shift+select Clamp_02.L and parent offset.
7. Select DEF-Clamp_01.L, shift+select Clamp_01.L and parent offset.
8. select Close, shift+select Clamp_01.L, shift+select MCH-Control_Widget and parent offset.
9. Select all .L(Select menu->pattern-> Type "*.L" without the quotes and press enter.). Right click->Symmetrize.
Thank you guys so much, your help worked! I turns out that I parented the MCH-CRTL_Widget bone to the DEF-Arm_02 bone instead of the CRTL to the DArm02 bone.