ABSTRACT

The basic concept of Rigging a Character for posing or animating is firstly model a mesh figure or character, secondly rig an armature inside the mesh then pose or animate the armature to produce a still image or video. The mesh is linked to the armature so that it follows the movement of the Armature when translated or animated. Constructing a model of a human figure can be a lengthy process depending on the detail employed. To add leg bones for the figure repeat the process used for the arms, this time duplicating the bone named Pelvis in Edit mode and repositioning and renaming. Blender has an automated process for doing this. The bones will then control the posing or posturing of the mesh. Even with the mesh correctly assigned to the Vertex Groups there are some issues still to be resolved.