I created this simple character out of multiple objects, and then rigged it with a basic skeleton (just normal bones, no IK or constraints or anything yet).
I made it using multiple parts because I've tried to rig very-low-poly characters as a single mesh before, and the weight-painting and deformation is always hell. But... Blender's support for this kind of workflow is really lacking.
Mirror modifiers don't work on sub-objects (you can give them modifiers, but modifiers from the parent won't apply to them and parent modifiers certainly don't apply at the object level rather than the mesh level), so to get the second half I had to make linked duplicates of the first half and then scale them by -1 with my pivot at the origin. I had to parent each object to its corresponding bone manually, and there didn't seem to be any way to automatically symmetrize it either.
Now I've come to the few parts of the model I'll have to weight-paint, like the thumb and hand.
I've got all my objects named following the Blender bone naming symmetry convention. But even with that I can't seem to figure out how to symmetrize weight-painting from one hand to the other. I'm also somewhat worried that using linked duplicates is going to come back to bite me somehow, but it's the only way to make sure that the sides stay symmetrical if I make any modifications later. And in general, I'm worried that when I come back to add detail to this model and make it from a doll into a proper character, issues like these are just going to keep popping up.
Is working like this and constantly fighting against Blender's built-in workflow a good idea? Are there any tutorials and tips on how I'm supposed to do this that aren't just "do everything manually"? How do I deal with weight-painting? I know there's a thing called a "Vertex Group" -- would that help here at all? Finally, should I just give in and turn all these different objects into a single object with... I'm not sure if it would be multiple meshes or a single disconnected mesh, but a single object either way, but you get the idea.
Anyway, I could really use some advice, before I go into adding details or making a more complicated rig.
EDIT: To anyone looking to do somebody similar: I used Ctrl-J to merge the separate objects into one, applied a mirror modifier, and then used vertex groups to assign each section of mesh to specific bones (specifically, I used auto-weights to create the groups, and then removed all vertices that weren't part of the desired section of mesh by pressing Ctrl-L (select linked) Ctrl-I (invert selection) then Remove.) Seems to be doing alright.