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Armatures

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Your First Armature

In order to see what we are talking about, let us try to add the default armature in
Blender.

(Note that armature editing details are explained in the armatures editing section.)

Open a default scene, then:

1. Delete all objects in the scene.


2. Make sure the cursor is in the world origin with Shift-C .
3. Press Numpad1 to see the world in Front view.
4. Add a Single Bone ( Add ‣ Armature ).
5. Press NumpadDelete to see the armature at maximum zoom.

The default armature.

The Armature Object


As you can see, an armature is like any other object type in Blender:

• It has an origin, a position, a rotation and a scale factor.


• It has an Object Data data-block, that can be edited in Edit Mode.
• It can be linked to other scenes, and the same armature data can be reused on multiple
objects.
• All animation you do in Object Mode is only working on the whole object, not the
armature’s bones (use the Pose Mode to do this).
As armatures are designed to be posed, either for a static or animated scene, they have a
specific state, called “rest position”. This is the armature’s default “shape”, the default
position/rotation/scale of its bones, as set in Edit Mode.

In Edit Mode, you will always see your armature in rest position, whereas in Object
Mode and Pose Mode, you usually get the current “pose” of the armature (unless you
enable the Rest Position button of the Armature panel).
Let’s bring our robots to life! We will do so with bones. Yes, bones.
And bones compose armatures. In Blender, rigging is the process
of connecting an armature to a mesh to make it move. In this
tutorial, you will learn how to rig an armature to animate your
robot.

If you’re just joining us, you will want to start with Part 1, Beginner
Blender Tutorial: How to Model & Animate a Robot.
Before we create our first bone, make sure the 3D cursor is at the
center of the 3D View. SHIFT + S and select Cursor to Center.
Now Z to wireframe and add a bone with SHIFT + A and select
Armature, Single Bone.
Tab

Select bone tab in Properties panel


Rename ‘Bone’ to ‘Spine’.
TAB to Edit Mode. Use RMB to select the bottom of ‘Spine’.
Press G to Grab and Z to move it only on the Z-axis, then enter -1,
and press ENTER.
Now select the top, or head, of ‘Spine’.
Grab with G, constrain to Z, and move it down -.35.
Press ENTER.
With the top of ‘Spine’ still selected, press E to extrude a new
bone, and Z to constrain it to the Z-axis, then enter 1.35 and
press ENTER.
Rename the new bone to ‘Neck’.
Select the top of ‘Spine’ again.
Press E to Extrude a new bone and X to constrain it to the X-axis.
Enter .9 and press ENTER. Rename this bone ‘Shoulder.L’.
Select the head of ‘Shoulder.L’ and Extrude it 2 Blender units on
the X-axis. E, X, 2, ENTER.
Rename this bone to ‘Arm’.
Select ‘Arm’ bone and in the Tools panel click Subdivide three
times.
This will divide ‘Arm’ into eight bones. Don’t worry about
renaming them.
Select the last bone, and rename it ‘Hand.L’.
Zoom in with the scroll wheel if you need and select the head of
‘Hand.L’.
Extrude a new bone, E, X, .5, ENTER. Rename the new bone
‘HandIK.L’.
Select HandIK.L and in the Properties panel, under the Bone tab,
under Relations, click the ‘x’ next to its name in the Parent field.
Grab HandIK.L with G and move it on the X-axis .25: X,
.25, ENTER.
TAB to Object Mode and from the Object Interaction Toggle,
select Pose Mode.
Select Hand.L, and in the Properties panel, select the Bone
Constraints tab.
Click the big ‘Add Bone Constraint’ button and select ‘Add
Tracking: Inverse Kinematics’.
In the IK panel, in the Target field, select ‘Armature’ and in the
Bone field select ‘HandIK.L’. Set the Chain Length to 8 (because
we made eight bones when we subdivide ‘Arm’ and we need the
chain to connect back to the body).
Select HandIK.L and grab it with G to move it around and see that
it works properly. Press ALT + G to reset the pose.
In the Properties panel, select the Armature Object Data tab.
Under Display, select B-Bone.
Press A until the entire Armature is selected, then press CTRL +
ALT +S to scale the bones and enter .5, then press ENTER.
Select ‘HandIK.L’ and scale it up with CTRL + ALT + S and enter
4. Then press ENTER.
TAB into Edit Mode. Press SHIFT + S and select Cursor to
Center. Be sure the Pivot Point toggle is set to 3D cursor.
Holding SHIFT, select Shoulder, Arms, Hand and IK bones. Don’t
select Spine or Neck.
Press SHIFT + D to Duplicate, then press ENTER. Now we’re
going to invite our duplicated arm by scaling it 100% backwards
on the X-axis. Press S, X, enter -1 and press ENTER.
Under Armature, select Flip Names
In Object Mode, select the Robot mesh.
Holding SHIFT, select any bone.
Press CTRL + P and select Armature Deform, With Automatic
Weights.
Grab the HandIKs and move them around to see that everything
works properly. Then press ALT + G to return them to their
original position.

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