Building A Basic Low Poly Character Rig In Blender - Tuts+ 3D & Motion Graphics Tutorial
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CHARACTE R RIG
by Karan Shah 7 Aug 2012 17 Comments
17 5 91
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In this tutorial you will learn how to build a basic rigging system for a low poly
character using Blender. Though blender has a Auto-Rigging system called Rigify
for bipeds, one must first know how to set up an armature from scratch with Inverse
Kinematics controls. You will also learn how to skin the armature to a model and
paint weights.
For the purpose of this tutorial I have used a base model which can be purchased
on 3docean.
Step 1
Open a new file and import the base model (File > Import.)You can use any other
biped model as well. Right click and select the model, press Alt+G to clear its
location, so that it is placed at the center. With the model selected, press Shift+S
and then select "Cursor to Selected" to bring the 3D cursor to the origin of the
model. Whenever we add a new object, it appears wherever the cursor is. Don't
worry if your model's center point is at the bottom near the feet unlike in this tutorial.
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Step 2
Press Shift+A and add an Armature Object. Press Z and you can view the object
inside.
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Step 3
To make the armature visible in shaded view mode, click on the Armatures Tab, in
the Display Panel turn on X ray. This will enable us to see armatures through the
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model. You can also rename your new armature object.
Step 4
Press 3 on the Numpad to get into the sideview. With the Armature object selected,
press TAB to enter into Edit mode. Just as an object's geometry is edited with the
TAB key, armature object's bones can also be edited with the TAB key (edit mode.)
In edit mode, select the bone by Right clicking and move it a ways back as shown
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Rotate it 90degrees so that the tip of the bone is inside the body. Place the bone
just around the waist line. Remember that we are in edit mode to do all the editing.
Step 5
Now before going further we must understand the direction of rotation for the bones
in human body. All the bones from the lower back to head have the rotation center
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(pivot point) at their base (bottom.) Also the top bone is the child of the lower bone
e.g. the head is the child of neck, which is further a child of the chest and so on.
This means if we rotate or move the lower bone, its child will also be affected.
However if we move or rotate a child bone, the parent bone is not affected. The
direction of flow is downwards from the pelvis to the feet. So the bone we just
created is the parent most bone from which bones for both direction will be
extruded. The image below is just for understanding, you don't have to recreate
this.
Step 6
Now we'll get back to our armature. In Edit mode, select the tip of the bone with
Right-click. Press E to extrude
a bone.
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Step 7
Extrude again a few times for chest, neck and finally for the head.
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We have the bones on a little bit of angle in the side view, but in the front view we
can see that they are in a straight line.
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Step 8
Select the tip of the first bone again and extrude a bone downwards.
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Step 9
Now we must rename all the bones. Select a bone (in the edit mode) and click on
the Bone properties and then rename it. Do it for all bones - pelvis, stomach, chest,neck and head. For the first bone I have named it Base.
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Optional:To see the names in the 3D view, open the armature properties and
under the display panel cl ick on Names.
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Step 10
In the front view click on the origin of leg to place the 3D cursor. Now press Shift A
and automatically a new bone is added. We are still in the edit mode. Save your file.
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Step 11
Select the tip of the new bone and press G to grab it down to the knee.
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Step 12
Press E again to extrude another bone to the ankle. Make sure the two leg bones
are not in a straight l ine, rather they should be little bit angled or bent.
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Step 13
Extrude a bone for the foot and another for the toe.
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Step 14
Now right click on the thigh bone to select it. In the Bone properties toolbar, rename
the bone to thigh.l with a .L extension. This way blender will recognize the bone as
left or right, making it easy for posing and editing in mirror symmetry later.
Similarly name the rest of the bones with anything you like but with a .L extension -
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lowerleg.l, foot.l and finally toe.l.
Step 15
Select the thigh.l bone and in the Bone properties toolbar, under the Relations
panel, set Parent to the pelvis bone. Now the thigh bone is a child of the pelvis
bone. Make sure the Connected check box is unchecked, as we don't want these
bones to be connected together, just follow the parent-child relationship.
Alternatively you can parent it with the Ctrl+P command. Select the thigh bone first
and then the pelvis and press Ctrl+P to make it a parent. Select keep offset when
asked.
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Step 16
Press 1 on the numpad to get into the Front view. Left-click on the left side of the
chest, just below the neck, on a point where you want to start the collar bone.
Press Shift+A to create a bone.
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Select the tip of the new bone and press G to move it right on the shoulder.
Step 17
Now extrude out a bone to the elbow, and then again until the palm.
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Step 18
In the Bone properties, rename all the new bones with anything you want, but with
a .L extension. I have named them - collar.l, upperarm.l and lowerarm.l
Step 19
Select the collar.L bone and in the Bone properties set the Chest bone as its
parent. This way it will follow the chest bone.
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Step 20
Now extrude out the palm from the lower arm bone.
Step 21
Press E again to extrude out the finger bones three times.
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Step 22
Now select all the Finger bones while holding Shift and then right clicking them
individually, or by using the B key and drag selecting all of them. Press Shift+D to
duplicate the set and move the mouse to place them on another finger. Adjust the
tips to match the finger joints. Duplicate the set again for the rest of the fingers.
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Step 23
Rename all the new bones with a .L extension. (Palm.l, f1.l etc...)
Step 24
Similarly duplicate a finger bone set for the thumb. Place and adjust the bones to
match the thumb joints. Press Z to see the joint loops. Rename them again with a
.L extension (ta.l, tb.l, tc.l)
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Step 25
Now we have finished setting up all the basic deforming bones for left side. We will
duplicate and mirror these for the right side. Press TAB to exit edit mode. With the
Armature object selected, press Shift+S and select 'Cursor to Selected'. This will
bring the 3D cursor to the origin point of the object that is the center of the
armature.
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Step 26
With the Armature object selected, press TAB again to enter into Edit mode. Select
all the left bones (press B to drag select or hold Shift and then Right click formultiple select.) Make sure you don't select any center bones or leave out any of
the .L bones.
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Step 28
In the Header of 3D view (at the bottom), change the Pivot point to 3D cursor. This
will make the 3D cursor the center of deformations like Rotation and Scaling, etc...You can also do this with the keyboard by pressing the . (period) key.
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Step 29
Click on the Armature Menu, go to Mirror and then finally click on X Local. The
duplicated bones will be mirrored with the 3D cursor being the center point of
rotation.
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We now have all the deforming bones setup complete.
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Press CTRL+TAB to enter into Pose mode (or select Pose mode from the header
bar.) Right-click on any bone and press R to rotate any bone and see some action.
You will see that by rotating a parent bone, all the child bones get affected.
Similarly rotating or moving the first bone (base) we created, will effect the complete
structure. Select all the bones with the A key in the Pose mode, and press Alt+G to
reset the bone's position to default. Press Alt+R to reset the bone's rotation to
default.
Step 31
Next we will add an IK setup for the legs. This will help with posing and animation.
With the Armature selected (or in Pose mode,) press TAB to get into Edit mode. In
the 3D view, press T to toggle on the Tool shelf, and turn on the X-Axis Mirror under
the Armature Options. This will mirror any editing done on either side.
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Step 32
In the side view, select the tip of the leg bone and press E, and Extrude out a single
bone.
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Step 33
Name the new bones. I have named them ik-leg.l and ik-leg.r. In the Bone
Properties window, under the Relations Panel. Delete the name of the parent bone,
as we don't want it to be a child on any. Uncheck the Connected checkbox. This
way we can easily move the ik bone around.
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Step 34
Now we have to create a pole target of the IK bones. You will understand the need
for this later. For this you can create two new bones and place them in front of the
knee, OR you can duplicate any existing bone and make it child of the new ik-leg
bone, so that it will follow this bone.
For now, let us duplicate the foot bone. Select the foot bone by Right-clicking and
then press Shift+D to make a Duplicate. As the X-axis Mirror is on, the other side
will automatically be created and edited. Move the bone in front of the knee. You
might need to switch back to 'median point' as the pivot point for rotation by
pressing , (comma). Name them knee.l and knee.r , make them a child of the ik-leg
bones respectively. i.e. knee.l a child of ik-leg.l, and knee.r a child of ik-leg.r
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Step 35
Press Ctrl+TAB to enter into Pose Mode. Right-click on the lower-leg.l bone toselect it.
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Step 36
In the Bone Constraint Properties, add a new constraint - Inverse Kinematics, to the
lower leg bone.
Step 37
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A value of 90degrees was perfect for me this time.
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Step 39
Now select the lower-leg.r (right) bone and add the Inverse Kinematics Constraint to
it. Use Ik-leg.r as the target bone (of the Armature object) and knee.r as the Pole
target. Set the chain length to 2and Pole angle to around 90degrees.
Press Ctrl+TAB to get into Pose mode and play with the new IK bone. Select the ik
controller and press G to move it around. Select the base bone and move it around.
To reset the position and rotation, select all bones with by pressing the A key, and
press Alt+G (to reset the location) and Alt+R (to reset the rotation.)
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Step 40
Enter into Edit mode by hitting TAB and place the 3D cursor on the center. Press 3
on the numpad to get into the side view. Click at the bottom of the feet to position
the 3D cursor there. As it was in the center of the object, it will remain in the center
when viewed from the front. if not, place it in center between both feet.
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Right-click on the tip of the bone to select it, and press 3 on the numpad to get into
the side view. Press G and move the tip forward, holding Ctrl while moving.
Step 41
Now we will make this root bone a parent of the Base bone and the IK bones.
Select the Base bone and in it's properties, type the name here ('Root') in the
parent field.
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Similarly do the same for the ik controllers.
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Step 42
We now have a basic setup. Play with some poses (in Pose mode). To move the
legs, use the IK controllers. To adjust the direction of the knees, move the knee
bones (Pole targets.)
Press Alt+G to reset the location of the bones, and Alt+R to reset the rotations. The
Armature is ready and we can start skinning the model to it.
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Step 44
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Press TAB to exit Edit mode. If you are in Pose mode, then press Ctrl+TAB to switch
to Object mode (or select the mode in the header.)
Step 45
Now Right-click on the model to select it first, and then hold the Shift key andRight-click on the armature object. Press Ctrl+P to make it (Armature - the object
which is selected last) a parent. Choose the 'With Automatic Weights' option. This
way Blender will automatically assign vertices of the model to the respective bones
according to the bone weight and placement.
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Right-click only on the Armature to selected it, press Ctrl+Tab to enter into Pose
mode. Play around by Rotating the bones, you'll see that the mesh now deforms
along the bones.
In the Modifiers Panel, you'll see that an Armature modifier is automatically added
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While in Pose mode, we see that the mesh isn't deforming in same places to way
we want. For this we can alter the effect of the bones on the vertices, using a
method called Weight Painting.
Step 46In the Armature Properties click on the Stick button, under the Display Panel. This
will display the bones as Sticks.
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Select the mesh by Right-clicking, and in the Object Properties (under the Display
Panel) turn on Wire. This will be helpful while weight painting.
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Step 47
With the Armature in POSE MODE and a bone is selected. Right-click on the mesh
object to select it. Press Ctrl+TAB to get into Weight Painting mode, or you canselect the mode in the header section of the 3D view (at the bottom of 3D view)
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Step 48
Press T to toggle on the Tool Shelf. While in Weight Paint Mode, you'll see all the
tools related to this mode.
1. The Weight slider determines the effect of the bone on the particular
vertices.
Zero means that the selected bone will have no effect on the vertex andis shown with a Blue color on the mesh.
While painting with a 0.5 weight means that the bone will effect 50% of
the vertices painted, and will be shown in green on the mesh.
While painting with a 1.0 weight means that the bone will effect 100% of
the vertices painted, and will be shown in a red color on the mesh
2. I like to set the strength of the Brush to Full.
3. Turn on X-Mirror so that the painting effect is mirrored for the mirrored
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Experiment with Weight Painting. Rotate the bones to see the effect.
Step 50
For the joints, the middle loop can be shared with both bones to create a round
shape. You can use this on most joints wherever you need roundness.
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Do check the BACK SIDE too where ever you do the painting.
Step 51
You can also edit the geometry by pressing TAB to get into Edit mode. Here I have
pulled out some vertices to get a more pointy elbow.
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Do check the BACK SIDE too where ever you do the painting.
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Step 52
Similarly check for all bones. Paint with a 0.0(or close to zero) weight brush if you
don't want the vertices to get effected, and paint with higher values if you want the
vertices to deform. You can also share one vertex with two bones with different
weight to have a nice deformation. A good deforming rig depends upon how good
the weight painting is.
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Step 53
We now have our character ready for posing or animation.
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There are different approaches for creating the pelvis setup. Feel free to explore,
experiment and learn.
Related Tutorials:
Creating A Low Poly Ninja Game Character Using Blender
Modeling, UVmapping And Texturing A Low Poly T-Rex In Blender
Rigging A Voodoo Doll Character In Maya Using Setup Machine & Face
Machine
Building A Complete Human Facial Rig In Maya - Tuts+ Premium
Building A Complete Human Character Rig In Maya Tuts+ Premium
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Difficulty:
IntermediateLength:
Long
Categories:
Character Rig Blender 3D Low-Poly
Character Design Rigging Human Model
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About Karan Shah
Karan Shah is a 3D Artist and Animator
from India. He is a BFA Graduate withspecialization in sculpture (traditional). An
inclination towards the digital medium made him a
self taught computer artist. He is a currently
freelancing..
Video Fundamentals $15
Create a Low Poly Camaro in
Blender: Part 1
3D & Motion Graphics
Modeling & Rigging a Cartoon Parrot
In Maya: Part 1
3D & Motion Graphics
Create a Facial Animation Setup in
Blender - Part 2
3D & Motion Graphics
Back-End Developer
at Coalition Technologies in Culver City,
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17 Comments
steven
Well my problem is the same, i cant get the position right it rotates all over the place
and i don't understand
why? I set the knee bone a little forward but is the same chicken rotation..:-(
Igor Vasilyev
move knee behind
BEHNAM
Karan Shah , I LOVE Your tutorials , Best tutorials .Thank U alooooooot.
Haiden Alz Haimmer
Regards from Argentina, i followed this tutorial and i've perfect results. the bestexplained tutorial i found! thank you =)
ollygoodsir
Best rigging tutorial on the web for blender thanks
Alex McIl
Nice Article, must have taken a while to write this one up.
I have made rigs without that "Tail Bone"....adding it makes things a lot easier
Beatdown
where other video tutorials left me scratching my head, this one succeeded. thanks
Gabe
Thanks this is really helpful
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