See where it's at now, I've only messed with the envelopes so far. After adding the cloth, I'll go back over it with extra bones and painting weights by hand.
I figured out a little trick for modeling fingers last night. I tend to have a problem when my models bend their fingers, where they lose thickness and leave a big gap in the middle when fully curled. This is after modeling with reference images.
What I did was make a finger totally flat with just a plane. Rigged it and bent it in to the final fist shape.
Then added a Shell modifier to give it thickness and an edit poly on top, to adjust the final shape when it's fully bent.
After editing the mesh on that pose, when the finger is straighnened some things came to light.
1 = The finger should be a little taller than weider, to keep the mass when bent.
2 = The knuckle divisions on the bottom should be more spread out than on top of the finger.
Looks like this | / \ |
When the finger bends, that helps it keep it's shape a lot better. So for next time, something to remember.