How to rig ANYTHING in Blender – Part 1


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Hey guys! Dillongoo here. This tutorial is aimed at those who want to learn the fundamentals of rigging for any kind of character or prop. While many tutorials focus on humanoid rigging, this will give you a base level understanding that will allow you to rig anything!

Part 2 coming soon! Subscribe for more!

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31 responses to “How to rig ANYTHING in Blender – Part 1”

  1. While part 2 may never come. this is the best basic rigging tutorial I have found so far.
    SO many others ether just don't talk at all which makes it super easy to miss steps. or they just give the tutorial while they work on something else so they spend more time distracted or rambling than teaching. or they rush through things assuming people are on the same terminology level and comfort level with the program they are.

    I know the terms, but most of my experience is in Lightwave and even then I have never been good with rigging. so it's nice to have someone who is not talking down to me or talking past me and actually taking the time to structure there content enough to talk to there audience

  2. I like the way you explain things ….. also the speed of workflow …… and of course the main parts and efficiency in setting up the armatures relative to the structure of the robot and tentacle – explaining why to use different parenting to the bones etc.

    As many people have requested – it would be nice to see a Part 2 …….. but I know myself what it is like ….. its a constant learning curve in blender as it seems to expand and change on a regular basis ………

  3. Do you know how to merge 2 actions from different bones from the same skeleton? I explain better. How do I make e.g. a running animation with a character with fatial expresions; I want to make a character running with a angry/normal/frightened face expresion so, how do I merge the facial expresion to that running animation?

  4. This was a really good tutorial with a nice pace and explanation, I was really hoping for Part 2, I wanted to learn about constraints and how to animate with physics. Let's say the tentacle moves and hits a bottle. Should I personally insert key-frames for the fall of the bottle? I guess I could do that but it won't feel very natural. Or lets say someone passes by a flower and I need the flower to sway back and forth a little. Do I animate the flower separately? Can I apply physics to it to solve the animation? How exactly do I do that? So many questions so few answers.

  5. HELP!!! =O
    I must've missed something….
    1. I get my model
    2. I place a first bone where needed and extrude the subsequent ones
    3. I select model + bones and hit Ctrl+P, I pick "empty groups"
    4. I select the model and enter edit mode to select vertices and assign them to empty groups
    5. I select bones and hit Ctrl+Tab to enter pose mode and move it around
    6. Nothing moves along with the bones….WHY?!

    I've checked, weights are there, correctly…."weighted". What did I miss? =p
    Help, anybody? -.-'

  6. Hey, I'm curious about something. What happens if you edit the locations of a bone after the mesh was parented to the armature?
    Because for my first try the joints are often aren't placed ideally, so usually I edit the armature and reparent the mesh to the armature, which I can't do anymore with a character of mine, since i've already repainted some of the wheights and I don't want to start all over again.

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