Blender: Introduction to Character Rigging

In this video tutorial for Blender 2.60 we introduce you to the basics of character rigging. This tutorial covers the initial armature creation, working with Inverse Kinematics (IK), various constraints, defining deform and control bones, and setting up basic drivers for extra control.

The character model used comes from BlendSwap by Blork:

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275 Responses to “Blender: Introduction to Character Rigging”
  1. Posts: 1
    James Foley says:

    For some reason, I can’t get the hands_follow driver to work with the hips – the hands don’t move at all. Any ideas what I’m doing wrong?

  2. Posts: 3

    What if i wanted to create my own Vertex Groups per bone? For a more complex mesh

  3. Posts: 2
    Robert Lamb says:

    Can I just say as an introduction, this video is a bloody headache. You go about a million miles per hour. Give no information, dash through everything. Slow the hell down. An introduction is supposed to ease you in to an area. You’ll spend ten seconds copying a name across (something that everyone knows how to do) but spend literally seconds performing methods through keyboard shortcuts, things that without prior knowledge mean nothing to me. I’ve been working through this for about an hour now and beyond some procedural knowledge I don’t think I’ve learnt anything.

  4. Posts: 2

    I got as far as the IK for the arms and legs but then I saw that if i moved either arm in any direction, it would slowly raise my characters left knee. I have no idea why and it’s kind of ridiculous how nonsensical it is. Is it a bug? I hope I don’t need to redo the armature.

  5. Posts: 2

    Kept watching and I can see what Robert Lamb was saying. My god, man, slow down. You’re going so fast you’re screwing yourself up. And that just makes it harder to follow. Either pre-plan your tutorial or slow down. Don’t get nervous because you’re screwing up and start rushing.

  6. Posts: 1
    digman says:

    Great starter tutorial. A simple rig with a little tweaking can go a long way. One thing I learned is start out simple and work to more complex. I know this is a somewhat older tutorial but was able to follow all the steps in 2.70A.

    Created a walk cycle by watching a few other tutorials here and at Youtube.

  7. Posts: 2
    anisionpc says:

    Hi, I’m new here and in Blender 3D.

    I make a simple low poly character in Blender and I want to use then to make a simple game in Unity, but I have a doubt.

    I need my character rigging so that it can be controlled by the player within the game or rigging is only for animations?

    Thank you.

  8. Posts: 8
    corogrin says:

    This may not be the right place to ask. I have been working on a model where I would like to see the ground automatically stop the feet or any other part for that matter. for example if you have a character and you create a box under it’s left foot and just the ground (lower) under his right foot and you move the torso down the knee and hip and foot of the left foot automatically bend as the foot contacts the box while the right foot stays straight until it contacts the floor. It doesn’t have to have rotation limits. Or when you rotate the foot bone on the ball of the toes the toes automatically stay on the surface of the ground instead of seperately having to move them and then you move the foot up they return to a straight position. Hope someone can help. Or if there is somewhere else I should be asking this please post a url. thanks

  9. Posts: 1
    mitchmcq says:

    Can you rig a character like this which is composed of different objects all joined together? I have a character with features which are just separate objects intersected with the body mesh and joined together, but I’m having some trouble parenting the bones to the mesh…

  10. Posts: 1
    creativenoob says:

    awesome tutorial, this place covers everything, thats why i join,, thanks Jona for your hard work and awesome tutorials.

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