Rigging: Armatures and Bones for Character Animation

Blender Advanced

Chapter 6 · Rigging: Armatures and Bones for Character Animation

Chapter 5's own tip box pointed here directly: this chapter shifts focus from a model's own visual appearance toward giving it the ability to move and pose convincingly. Rigging builds exactly that capability, using an Armature and its own bones to control a mesh through poses rather than moving raw geometry directly.

What Rigging Actually Solves

Blender Fundamentals' own Chapter 8 keyframed an object's own whole-object transform — position, rotation, scale — but a character needs its arm to bend at the elbow while the rest of its body stays still, something a single whole-object transform simply can't describe. Rigging solves this by adding an internal control structure specifically built for posing individual parts of a mesh independently.

The Armature: Blender's Own Skeleton Object

An Armature is a distinct kind of object, built specifically to act as a mesh's own internal skeleton — invisible in a final render by default, existing purely to control how the character's own mesh deforms and poses.

Bones: Building a Hierarchy

Individual bones inside the Armature are arranged in a parent-child hierarchy — a hand bone parented to a forearm bone, parented to an upper-arm bone, parented to a shoulder bone — the same underlying parent-child relationship Chapter 3 of Blender Fundamentals covered for whole objects, applied here at a much finer level within a single Armature.

Parenting a Mesh to an Armature: Skinning

Skinning parents a character's own mesh to its Armature, so moving or posing the Armature's own bones deforms the mesh's own geometry to follow along, the same way real muscle and skin follow a real skeleton's own movement.

Weight Painting: Controlling How Much Each Bone Influences the Mesh

Weight painting assigns each vertex a value describing how strongly a specific bone influences its movement, painted directly onto the mesh's own surface like a heat map — a vertex near the elbow might be influenced heavily by the forearm bone and only slightly by the upper-arm bone, blending smoothly across the joint rather than creating a hard, unnatural break.

Posing: Moving Bones to Animate the Mesh

Once skinned and weight painted, Pose Mode lets individual bones be rotated and positioned directly, deforming the character's own mesh to match — an arm bending at the elbow, a hand gripping an object — and these poses can then be keyframed exactly the way Blender Fundamentals' own Chapter 8 keyframed a whole object's transform, just applied to individual bones instead.

AspectObject parenting (Blender Fundamentals Ch.3)Bone hierarchy (this chapter)
What's linkedWhole separate objects (e.g. wheel to car body)Individual bones within one Armature
Scale of controlWhole-object transformsIndependent parts of a single mesh
Underlying principleParent-child relationshipSame parent-child relationship, applied more finely
Posed bones get keyframed with more control in Chapter 7
A rigged character's own bones get keyframed the same way Blender Fundamentals' own Chapter 8 keyframed whole-object transforms, but Chapter 7's own Graph Editor gives considerably finer control over exactly how those poses interpolate between keyframes than the default automatic smoothing Chapter 8 relied on.
Automatic weight painting usually needs manual correction
It's tempting to assume Blender's own automatic weight-assignment tool (typically run right after skinning) produces a perfect, ready-to-animate result on its own. Automatic weights often need manual correction, especially at joints where multiple bones influence overlapping geometry — a shoulder or hip, where the automatic assignment can blend adjacent bones' own influence incorrectly, causing visible mesh distortion once that joint is actually posed. Testing a rig by posing it through its own full range of motion before considering weight painting finished catches these problems while they're still easy to fix.

Hands-On Exercises

Exercise 1

A student wants a character's own arm to bend at the elbow while the rest of the body stays perfectly still. Using this chapter's own material, explain why Blender Fundamentals' own whole-object transform keyframing from Chapter 8 can't achieve this alone.

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Exercise 2

After running automatic weight assignment, a student poses their character's own shoulder and notices the mesh distorts unnaturally at that joint. Using this chapter's own warning box, explain what's likely happening and what to do about it.

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Exercise 3

Explain, using this chapter's own material, how a bone hierarchy inside an Armature relates to the object-parenting concept covered in Blender Fundamentals' own Chapter 3.

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Chapter 6 Quick Reference

  • An Armature is a dedicated skeleton object controlling how a character's own mesh poses and deforms
  • Bones are arranged in a parent-child hierarchy, the same underlying principle as object parenting
  • Skinning parents the mesh to the Armature; weight painting controls how strongly each bone influences nearby vertices
  • Pose Mode moves individual bones to deform and animate the mesh, then keyframes those poses
  • Automatic weight assignment usually needs manual correction, especially at joints like shoulders and hips