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You could make that work, but a smooth bind would be better… here’s why:
A rigid bind will move each vertex all or nothing, because that is how it is weighted. However, near each joint you have several rows of polygons that I am thinking you want to move in a manner that resembles folding cardboard. So I am thinking you want to distribute the bend across these rows of polygons, otherwise there would be no reason to have so many.
So lets reference the right side large flap, with 4 rows of polygons and then a large polygon that would form a side. You would want to have the flap it is attached to weighted 100% to the ground joint that stays still, then each of the 4 rows weighted incrementally ranging from the ground joint 80/20 flap joint to ground 20/80 flap joint, with the flap itself 100% flap joint. That will make the 4 rows curve as you bend, and the ground part and the flap move absolutely with the joint rotation. Put the joint itself in the middle of these 4 rows.
You can do a better job of forcing the weighting for this by selecting vertices and using the component editor that by trying to weight paint it. Get an initial smooth bind with max 2 influences by using smooth bind, and then edit the weights afterward.
The last suggestion is that you have extra joints you don’t need, and are missing a root joint. Place a joint in the very center of the box and make your existing joints a child of that (parent each joint chain to it). And the end joint of each chain is unnecessary… think of the joint as being a hinge, instead of a bone, and you will see the final one you have on each chain is unnecessary to obtain the needed animation. You move your whole box by translating and rotating the root joint, and you would only rotate the other joints to fold and unfold the box.
For characters many riggers usually place the X axis pointing at the next joint, the Z for the main bend direction and the Y ‘up’, which may not be perfectly up. But for animating inanimate stuff I usually orient them with the world, that makes it easier to remember which axis to rotate.
You can also place constraints on each joint, so that it only will rotate on a single axis, and you can also set limits on how far it can rotate on that axis (say 0 minimum and 90 maximum). That will make your animating easier. Look for those in the attribute editor for each joint.
Good luck.
<* Wes *>
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