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In this article, I'll show you how to rig a character model in Blender.
You can imagine rigging like adding a skeleton inside a character. The bones give you something to control so you can move different parts of the model and eventually animate it.
So, rigging is essential when you want to move parts of a character around or animate it.
I'm starting with a simple character model here.
Add the First Armature
First, we need to add an armature.
Press Shift + A to add a new object.
Then click Armature.
We have added a bone now.
I want the bone to always be visible, so click the bone, go to Data, open Viewport Display, and check In Front.
Understanding a Bone
A bone has three main parts:
- Head
- Body
- Tail
Now let's move this bone into the torso.
Press Tab to go into Edit Mode.
Select the bone and press S to scale it down.
Then press G to move it up.
The bone now becomes the first bone in the torso.
Building the Spine
Let's add the second bone.
Select the tail of the bone and press E to extrude.
Now let's add the neck.
Press E to extrude again.
Repeat the same process for the head.
Adding the Arms and Hips
Now let's add the arms.
Extrude the bones like before, and you can get something like this.
Let's add the hips now.
We now have the bones on one side, but we need the same structure on the other side.
Click this button to apply the changes to the matching bones on the opposite side of the axis.
Naming the Bones
We also need to name our bones properly.
A common naming convention is:
bone_name.l
Here, .l stands for left.
Select the bone, press F2 to rename it, and follow the naming convention.
After renaming the bones, select the entire armature by pressing A.
Then right-click and press Symmetrize.
We now have the same changes on the other side.
Adding the Legs
Now let's create the legs just like before.
Switch between the views to get better positioning.
Parenting the Model
We now need to attach the bones to the body.
Switch to Object Mode.
First, select the body, and then select the bones.
Press Ctrl + P.
Then click With Automatic Weights.
This tells Blender to automatically determine how the character's mesh should move when we move the bones.
Time to Pose
Now let's see if our rig actually works.
Click the armature and switch to Pose Mode.
You can use Ctrl + Tab to switch modes.
Now select any bone and change the pose.
For example, select the upper arm, press R, and rotate it.
You can now try out different poses with the rig.
And with that, our basic rigging is complete.
You can pair this up with animations as well.
See you in the next article.
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LiveReview: Blast-Radius Aware AI Code Review for Business-Critical Systems
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