We extrude and resize to obtain the bones of the calves We do it both for the left bone and for the right bone so we can move them more freely and we can insert them where the femurs are positioned However, the bones thus positioned would deform the pelvis, then decouple them: select each bone and in the Properties Window > tab " Bone" > Section Relations we remove the check to "Connected" Let's sit on the tip of the pelvis bone and press SHIFT + E let's extrude outwards on both sides and get the bones for the legs We have to create the bones for the legs and the arms, so for not doing double work we use the mirror for the bones, selecting " X-Axis-Mirror" in the Tool Shelf panel on the left Selecting 1 on the numpad we return to the front view. Starting from the tip of the pelvis bone, pressing E (and then Z) we extrude and obtain another 5 bones for the stomach, chest, neck and headīy pressing 3 on the numpad we access the right side view and position the bones better Pressing G and then Z we position the bone in correspondence with the pelvis, then in edit mode we drag the tip to improve the precision
Position the 3D cursor in the middle and create the first bone of the armature by pressing SHIFT + Aīut the created element can not be seen, then in the " Armature" tab (which appears when the bone is selected) of the Properties Window we set the X-Ray option in the Display section We will carry out the rigging of a man's mesh, represented in a low poly style, starting from the front view: The basic knowledge of the Blender program, the structure of a single bone and the operations on it is assumed
#BLENDER RIGGING TUTORIAL 2.8 HOW TO#
In this tutorial in english we will see how to rig a character with Blender 3D starting from a mesh representing a man.