I’m preparing the model for posing now. No more geometry edits.
The idea is that each bone in the character’s skeleton affects the vertices around it. Rotate, translate, or scale a bone and the vertices go along for the ride. This is Character Rigging 101, no fancy dynamics or muscle deformers or puppeteering controls.
Maya does a pretty good job of deciding which vertices are affected by which joint, but sometimes it needs a little assistance. I help it along by painting weights on a per-joint basis. Black vertices are not affected by a given bone, white vertices are totally affected. Gray vertices have a percentage assignment, which helps smooth out transitions between two joints.
No printer? I’ll print you as many as you need at my Etsy Store. A half-dozen should do it for most games.
This model is distributed under the Attribution-ShareAlike 3.0 US license. Please remix and enjoy.