In this Blender 2.5 video tutorial we take on the process of rigging the fingers to a human hand with only a few bones and constraints. This technique leaves you with fingers that are very easy to animate and control without the need for IKs or Drivers.

Note: this tutorial technique is based on the original Russian tutorial from Dimetri here: http://vimeo.com/10685206 Great thanks out to Dimetri for talking with us and creating some awesome rigs.

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Discussion

41 Responses to “Rigging Easy-to-animate Fingers”
  1. Posts: 20

    Will soon have a look!
    I am doing a course in 3D with blender and I am up to the final “thing” to do. I animation of 30 s with good moddeling, lightning and colors. This will be helpful cause I was not to happy with my last rigg
    Best regards

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    1
    May 13, 2010 at 2:47 am
  2. Posts: 40

    Jonathan, I’m curious as to the benefits of this rig over the older and seemingly easier to use scale and rotate control?

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    2
    May 13, 2010 at 3:02 am
  3. Posts: 40

    Here’s a tip for the weight painting and auto weight paint for those that are having the same problems as Jonathan.
    Use B-Bones and scale the boxes so that they envelope the fingers, also you need a bone for the hand. (this is the key one that Jonathan forgot) If our real hand had bones only in our fingers then our hand would act pretty funny ^^
    Make sure to scale the B-Bone for the hand, this will help to control it’s influence.

    One other tip to go with this video, when applying the same value to multiple objects, select all the objects, input the value to the field box then right click and choose copy to selected. (no more select, paste, repeat…)

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    3
    May 13, 2010 at 3:55 am
  4. A saurus1
    Posts: 2

    Hey, thanks for the tut.

    What software do you use to record these? I’m interested in doing some blender tutorials.

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    4
    May 13, 2010 at 8:16 am
  5. Posts: 9

    Thanks Jonathon, I had watched Dimetri’s tutorial, but the language darrier was a problem :) .

    @ Nathan Hauck: This is just another way. The “Mancandy Method” of one bone control is basically achieved here by the main bone, but fine tuning that with the joint controls can be easily accomplished in a predictable way. Also any time you can avoid a driver, and achieve the same result I’d say that is a good thing.

    @ Dimetri It is so refreshing to see as new method for fingers!

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    5
    May 13, 2010 at 8:33 am
    • Posts: 40

      ah ok, was just a bit confused since the finger is basically a pulley system causing the joints to basically bend in the same manner every time with little control, but i guess it’s good for outside influences

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      5.1
      May 13, 2010 at 3:41 pm
  6. Ran13
    Posts: 4

    “Copy to selected” is an awesome tip, Wasa!

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    6
    May 13, 2010 at 8:35 am
  7. Animaticoide
    Posts: 6

    Nice to see a different approach at hand’s rigging. Also “Copy to Selected”, thanks for that tip!

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    7
    May 13, 2010 at 10:38 am
  8. Posts: 20

    Off topic!
    Anyone knows a good setups (tutorial) for foot rigs?

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    8
    May 13, 2010 at 1:42 pm
  9. Posts: 66

    Love it! excellent tutorial!

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    9
    May 13, 2010 at 6:26 pm
  10. Posts: 59

    Nice english translation! Actually, I think your’s was better all the way around. I actually ran across Dimitri’s tutorial a while back, and wasn’t able to glean that much from it because he speaks Russian. My favorite part: no IK!

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    10
    May 13, 2010 at 7:14 pm
  11. Piiichan
    Posts: 14

    Quick tip:

    using the same technique, we could take it a bit further, to control the 5 fingers with a single bone:
    - create another bone
    - place it above the hand
    - copy its rotation to the five finger controllers using a “copy rotation” constraint.

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    11
    May 13, 2010 at 10:21 pm
  12. yoff
    Posts: 1

    I agree with Wasa: Adding a hand bone would have cause the auto weighting to give most of the palm to the hand bone, and the later paint tweaks would have been much smaller and easier. As it is, the palm is broken up and controlled by the five innermost finger bones…

    Otherwise great tutorial. It may have been Dimetri’s rig, but you explain it, and how to build it, really well!

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    12
    May 15, 2010 at 9:05 am
  13. Lyle Walsh
    Posts: 2

    Janathan you are such a good communicator, thank you!

    It was educational watching you struggle with weight painting too. I have to run through that trick you did to remove influence too, really helpful does it remove the verts from the group or remove their weight?

    Any tricks for painting verts that have become internalized in the pose, eg. suppose you bend the first joint and find that bending the second joint distorts the inside/ underside of the first joint. It would be easiest to correct this with the first joint bent but the verts that are misbehaving are now buried within the fold/ crease of the finger.

    Last, how should I add curl to the palm now with these finger arnmatures?

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    13
    May 16, 2010 at 5:11 pm
    • Posts: 2952

      Thank you for the encouragement Lyle!

      1. When you adjust the influence on a vertex group is adjusts the weight. However, if you adjust said weight to zero then it affectively removes those vertices from the group. In some ways they are one and the same.

      2. When you have an intersecting mesh I do not believe their is a way to paint on the hidden portions without adjusting the pose.

      3. You could add the same curl effect to the palm by duplicating the finger bones and positioning, resizing to fit the palm. Be sure to take into account the number of edgeloops you have in the palm, though. If you do not have enough you will not get nearly so good deformation.

      Cheers!

      Jonathan

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      13.1
      May 16, 2010 at 6:43 pm
  14. AlexanderL
    Posts: 41

    Thanks for the tutorial! Good tips from Wasa and Piiichan, too; the comments section is a great place to share information.

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    14
    May 16, 2010 at 6:25 pm
  15. Posts: 8

    Hey Jonathan,

    Thanks for that great and easy-to-follow transplation.
    I run into some problems rigging a hand that way:

    I used a Ctrl-Bone to curl the finger. I locked RotY and didnt locked RotZ, so I am able to spread the fingers later.
    On the finger-bones (fing_01[base], fing_02 and fing_03[tip]) I locked RotY and on fing_02+fing_03 RotZ aswell.
    Now, if I’m using my Ctrl-Bone to spread the fingers fing_02 + fing_03 get some rotation on Z. I dont know why but I’m shure I made an error in reasoning.
    Please, tell me what I’ve done wrong.

    Greetings
    Robert

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    15
    May 19, 2010 at 8:49 pm
  16. Jacob Athias
    Posts: 2

    Hey, nice tutorial….i´m from Brazil and i having problens with my wiegth painting, you say that red = 100% control of the afacted area… But… a probable has checked a box how make this all wrong…with me is happening this:

    red = 100%
    green =100%
    yellow = 100%
    blue = 0%

    everything is equal 100% except for the blue…. no matter to wight color…. it alwys will be moved 100% with the bone….
    any solutions?

    THANKS
    very nice tutorial….

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    16
    Jun 19, 2010 at 9:26 pm
    • Posts: 2952

      Hi Jacob,

      This problem is most likely due to Envelopes still being enabled for the armature. With these enabled Blender takes both the weight paint and envelopes into account when transforming the bones, which could result in the effect you’re seeing. To fix this, try turning off “Envelopes” for the Armature modifier.

      Best of luck!

      -Jonathan

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      16.1
      Jun 19, 2010 at 10:58 pm
      • Jacob Athias
        Posts: 2

        Thanks man, problem solved…
        awesome site

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        16.1.1
        Jun 19, 2010 at 11:41 pm
  17. Connor
    Posts: 13

    I thought I was always gonna dread animation :D Thank You Jonathan

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    17
    Jul 14, 2010 at 12:16 am
  18. Connor
    Posts: 13

    I just got a hand from the freebies human, and i started the tut, then when it came to rotating the first two rotated normally but the last instead of rotating downwards it rotated to the right. How do i fix this?

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    18
    Jul 15, 2010 at 10:37 am
  19. Connor
    Posts: 13

    Alright nm, i fixed it

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    19
    Jul 15, 2010 at 10:54 am
  20. Connor
    Posts: 13

    New Issue, I parented the armature to the model and it will animate when i move it, but when I go into weight paint and select the parts of the armature (it is in pose mode) the model is still dark blue. any1 know how i can fix it?

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    20
    Jul 15, 2010 at 10:12 pm
  21. NollieFlipX
    Posts: 3

    From what I’ve noticed what painting problem happened because there was no wrist bone. The weights were just going going fro one to another when.

    But I have to tell you, I’ve learned in 30 mins what I tryed for a day to discover. Thank you alot

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    21
    Sep 27, 2010 at 11:09 pm
  22. Connor
    Posts: 13

    Hey, do you think that you could do a translation of the other riggings, or are they simple enough to where there wouldn’t be a point. It would be interesting to see one like they used for sintel.

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    22
    Oct 17, 2010 at 9:32 pm
  23. Antione
    Posts: 2

    Dama animating in blender is a little frustating. I wondering if Daz studio is a better choice.

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    23
    Mar 11, 2011 at 8:46 pm
  24. Logan
    Posts: 1

    Where did he get the hand model?

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    24
    Sep 22, 2011 at 12:10 am
  25. Posts: 86

    Nice redo, Jonathan, and a great explaination of how to set this up. And I see that there is a footrig in the comments, I’ll check that one out. Once I’ve played with those, hopefully I can extend that through the CG Cookie series on the site to the rest of the body.

    Thanks again, just what I was looking for!

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    25
    Oct 3, 2011 at 7:53 pm
  26. Posts: 8

    hey this is great but how do i add this to the rest of my armature

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    26
    Oct 31, 2011 at 4:13 pm
  27. Posts: 14

    I love the simplicity of this; thanks for bringing it into the English-speaking world.

    One question (and a bit of preamble):

    I’m creating a set of cartoonish characters and, rather than doing individual arms/hands for each, I just copied and pasted one arm for all (with appropriate resizing and X-axis flipping).

    So, can I rig/weight-paint just the one arm and then somehow append/link/whatever to all the characters?

    I realize this may be covered somewhere on the site, but I’m willing to bet I wouldn’t recognize it for what it is.

    -Ron T.

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    27
    Jan 14, 2012 at 4:33 pm
  28. Posts: 27

    Question! I followed your direcdtions to the letter 5 times but when I get to the custom shape in Blender 2.61 I get my knuckle control at the orginal orentation, before flipping and it refuses to sacale with me. What am I doing wrong?

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    28
    Feb 15, 2012 at 2:01 pm
    • Posts: 27

      oh, never mind, I realized,I had to do the rotation and stuff to the bone meshes in EDIT mode. Whoops, Silly me

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      28.1
      Feb 15, 2012 at 2:44 pm
  29. Posts: 1

    One Question: At 18:25 you say that you hit coma on the keyboard to rotate the bones around their individual centers – this doesnt work for me, also when pressing R and coma, the bones always rotate and the roll is messed up.

    How are the bones rotated around their individual centers?

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    29
    Jun 14, 2012 at 12:00 pm
  30. Posts: 18

    Excellent tutorial, thanks! I’ve been intimidated by the texture paint feature but after going through this tutorial I feel much more confident about using it!

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    30
    Aug 9, 2012 at 6:05 pm
  31. Posts: 1

    Can someone please help me! I dont know what happened, but im on the part with the bones, and everything is like, locked on the axis. So when i go to tilt it down, it just follows the axis and grows.

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    31
    Aug 28, 2012 at 7:27 pm
  32. Bill Shepherd
    Posts: 3

    This tutorial is awesome! I never knew how to add custom bone shapes and it has made things SO easier for me!

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    32
    Mar 17, 2013 at 11:02 am
  33. Roxie Marten
    Posts: 1

    One dumb question.
    I make the knuckle in the third layer and when I change the bone to the knuckle shape.
    It comes out laying on it’s side no matter which way the original is orientated.

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    33
    Apr 4, 2013 at 1:55 am

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