I'm trying to make some custom bone shapes for my armature control bones. I've made the custom shapes in the location I want. However, whenever I set the 'Display -> Custom Shape' property to the object I made, it appears in a crazy orientation and scale relative to the bone's position (not in the position of the 'real' mesh, as I'd expect).
I've applied the rotation and scale to the original mesh I want to use as the shape (using CtrlA) but am unable to get it to work in place like I'd expect.
I've read that the bone size and orientation are applied to the mesh shape key (I'm assuming the size and rotation relative to the parent?). That seems like it's terrible, is there some way to turn it off or position the original mesh so it lines up?
I found a plugin ( http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Rigging/Auto_custom_shape ) that seems to do what I want - but it doesn't seem to work with the newer version of blender I'm using (2.73).
I don't want to just randomly flip and scale my original mesh around in the scene until it looks right - that seems like it's just going to be confusing down the road if I need to change the shape (as it will be in an arbitrary orientation in the scene someplace). There has to be a way to set this up nicely - I can see that rigify puts it's WGT-* bone shape meshes in the world in a way that lines them up with the bones they're applied to.
Anyone have a good solution for this?