Really cool that you went the extra mile with rigging it BTW a way to speed that up with hard surface models (moving but not deforming) is to use edit mode and L to select a seperated part (Say, a leg hinge and/or leg section), go into pose mode and look the corresponding bone on the right side panel (may take some searching to find) and hit the assign button (you can highlight a part and split it away from other connected things with Y, makes L-selecting easy if your not using shift-D or shift-A to start already disconnected parts) Its way faster than weight painting and is the same as painting it at 100% with no missing vertexes Also skeleton on the legs was interesting, it could be possible to have them connected to the base like a normal leg and be viable for IK. That'd let you use the legs easier in animations without any chance of the legs "disconnecting" since the skeleton isnt connected to the hips (only move/rotate the foot and the rest of the leg does all it needs to do) You could recreate the zig-zag legs by making the top joint point toward the foot, then set up IK on the last leg joint before the foot (chain length 2) and make a "knee" control (just a bone with no mesh, probably parented to the base) raised above the leg. That way the leg will always be in a zig-zag pattern