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: http://www.blendswap.com/3D-models/characters/low-poly-character/

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248 Responses to “Blender: Introduction to Character Rigging”
  1. Posts: 9

    did you end up making the tutorial on how to rig a hand???
    If so can i have a link to it?

  2. Posts: 2

    Very helpful, thank you. However I have a question. I am working with a character mesh pulled from Mass Effect 3 (Unreal 3 engine) and importing it into blender 2.66a appears to have screwed it up a little, as far as the bones and their connections. I have been attaching bones together (up the spine, down the arm, etc) so pose will actually work. I have two armatures that are confusing me. You created “root” and placed it on the “floor”…the mesh I am currently working on has one armature called “Root” which attaches up the spine and appears at the base of the spine and has a dashed line that attaches it there if separated. The armature called “God” has many dashed lines attached to it and they all lead to various kinematic armatures. Would the “root” in my case be equivalent to the root in your example such that I should move it to the floor (at the origin) as you did? What about “God” attached to all the kinematics? Where would I move that (it originally was sticking out of one of the legs of the character)?

  3. Posts: 2

    In your video you mention a bug in 2.60 wrt the “proper” way to handle IK and proceed to present a work-around. I assume I’ve just experience the bug and perhaps you can confirm? The model I’m playing with (see my previous post) contains the “God” bone that I now see is probably the extra bone that is supposed to be used for all IKs. I tried targeting my IK through the God bone and it badly distorts the model and no amount of tweaking of chain length or anything else seems to fix it. Is this the bug? If so it is still there in 2.66a.

  4. Posts: 1
    ruben christovale says:

    I have a similar problem. every time I go into pose mode with unparented pole vector joints as a target the pose mode can’t maintain the edit pose. Looking at the axis for the knee and elbow joints it’s clear that X axis wants to be the aiming joint, but they need to be offset to match the pole vector properly I’ve combed the blender artist.org forum and only found half answers. In maya sometimes a sort of dummy object or empty is used to buffer the twisting effect but i would not know where to begin in blender.

  5. Posts: 2
    blobby says:

    But has the pole vector thingie been fixed?

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