WEBVTT

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Armatures are the foundation of what animators use to animate their characters.

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They are also known as rigs or skeletons, and like skeletons, armature objects are made up of bones.

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Bones are the individually moving parts of a skeleton or armature that dictate where and how

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the skeleton can move, just like real bones in a real skeleton. With armature objects,

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we can create and edit bones and then transform these bones to animate them.

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Let's see how that works.

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First things first, you can add armatures to your scene by going to the Add menu and selecting Armature.

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This will add an armature with a single bone.

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The cube is a bit in the way, so let's hide it for now in our Outliner.

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For hotkey users, you can also select the cube and press H as in Hide.

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With this armature object, we have two modes other than Object Mode that we can go into.

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We can edit the bones by going into Edit Mode and

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we can Pose Bones in Pose Mode.

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Posing is where you'll be doing most of your bone animation as well.

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You can enter both of these modes by going to the top left hand corner,

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but for hotkey users, you can also press Tab to toggle in and out of Edit Mode and

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Ctrl-Tab to toggle in and out of Pose Mode.

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But right now we only have one bone, so let's go into Edit Mode and change that.

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Once we're in Edit Mode, the bones that make up our armature object can now be edited.

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This is very similar to how we edit vertices, edges, and faces for a mesh in Edit Mode.

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Now a bone is made up of three parts.

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The head, the body, and the tail.

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The head is the base of the bone and also its pivot point.

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The tail is the narrower end of the bone and the body is the main body.

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You can edit bones in three ways.

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You can select and move both the head and tail of the bone individually,

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or you can select the middle of the bone and move, rotate, or scale the bone as a whole.

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Now that we know that, I'm going to very quickly try to rig the spine of this character.

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You can download this character in the description down below.

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Let's go ahead and add an armature object like we did before and then go into Edit Mode and

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drag the tail of our bone all the way up to the top of his head.

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If we want to add more bones, we can also do that in a number of ways.

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Using the Add menu at the top, we'll add a new single bone, not parented to any existing bones,

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which you can then move wherever you want.

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But if we want to attach it to our existing bone, we'll have to parent one to the other.

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Parenting plays a huge role in armatures and bone relationships,

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as it drives the foundation of how a rig moves.

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When we select our new bone and parent it to our existing bone in Edit Mode,

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you'll find a few different options.

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Connected and Keep Offset.

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Connected will automatically move the entire child bone to the location of the tail of the parent bone.

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This is because connected bones must share a head and a tail.

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This is great for bone chains like spines, where the joints are perfectly shared.

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However, Keep Offset will ignore this requirement and act similarly to how object parenting works,

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where transformation is inherited regardless of the child's relative position to the parent.

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This is great for ears or eyes, where the pivot of the deformation doesn't relate to the parent's tail position.

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Another way to create bones is to simply select a bone and subdivide it.

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This is done by using the right-click context menu and selecting Subdivide.

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This will turn your selection into a chain of connected bones.

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As usual, you will have an operator panel appear in the bottom left that you can expand and adjust the number of cuts.

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But you can also extrude new bones from existing bones by using the Extrude tool.

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This can be found in the left-hand side Quick Tools menu in the same way the Extrude tool is used on meshes.

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For hotkey users, you can press E as an Extrude as well in the same way.

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You can extrude bones from the head or the tail of a bone.

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Make sure you have one or the other selected and use the Extrude tool.

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You can also extrude multiple bones depending on how many heads or tails you have selected.

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Bones created from extrusion are connected by default.

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You can disconnect these bones by unparenting them,

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which can be done through the right-click context menu going to Parent and selecting Clear.

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For hotkey users, you can also press Alt P.

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However, here we'll see two options pop up.

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Disconnect will disconnect the bones,

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allowing you to move them away from the tail without affecting the bone it was connected to.

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But it will keep the bone parented to the other bone with an offset.

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Does this sound familiar?

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Well, that's because this is the same state as the Keep Offset option when parenting bones.

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On the other hand, selecting Clear Parent will disconnect and sever the parent-child relationship

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completely.

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Another tool you can use from the toolbar is the Roll tool.

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Bone Roll dictates simply how a bone is rotated along its vertical axis.

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This is typically its local y-axis.

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Why would you want to use the Roll tool?

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Well, assuming you have something simple like an elbow to deform,

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and you know elbows only bend in one direction,

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you would want that direction to be along an axis of rotation, x, y, or z.

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To view the axes of your bones, simply go to the Armature Data tab of your Properties Editor,

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denoted by this green stick figure icon.

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Then go to Viewport Display and check Axis.

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Suddenly, all of your bones' axes will become visible.

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You can use the Roll tool by simply left-click dragging anywhere in the viewport

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to rotate the axes of the bone to align with how you want it to transform later.

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You can also edit the roll in the Bone tab of the Properties Editor,

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denoted by this green bone icon.

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Simply left-click drag the roll value, or left-click tap and enter a number manually.

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And the last bone editing tool you can select is the Bone Size tool.

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This is not the same as scaling the bone,

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and you'll notice that if you left-click drag, it doesn't do anything.

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That's because these changes are only visible with a different bone display.

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Simply go back into the Armature tab of the Properties Editor.

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Under Viewport Display, we can open this drop-down to select different kinds of bone displays.

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For the Bone Size tool to reflect any changes,

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you'll want to choose either the B-Bones or the Envelopes display.

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Now, when we left-click drag this tool, you can see the width of our bone changing.

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You can read more about what each of these bone types do in the official documentation,

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which you can find in the description down below.

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But most of the time, you can choose one based on preference.

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I typically keep it on octahedral, but some people prefer stick, for example,

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to simplify the visuals.

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Now, let's go ahead and talk about how to use these bones for animation.

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In order to do that, we need to understand how Pose Mode works.

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Let's go into Pose Mode by either selecting it from the drop-down or pressing Ctrl-Tab.

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This will then turn all of our selected bones blue.

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Transforming a bone here will actually record location,

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rotation, and scale in the individual bone data.

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With this, we can finally add keyframes for these bones in Pose Mode

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by right-clicking and going to Insert Keyframe, Lock Rod Scale.

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This lets us animate.

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But you may have noticed that when we move our bones, our character still doesn't move.

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So how do we make sure our bones actually move our character?

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In Object Mode, we can simply select the mesh, shift-select the armature object,

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and open the Parenting menu either through the right-click context menu or Ctrl-P.

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You then might notice the option for Armature to Form, with three sub-options below that.

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The most commonly used one is with automatic weights, as it gives us a great starting point,

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but feel free to read up on the other two options in the official documentation.

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Once we selected this, you'll notice that when you transform individual bones,

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each bone has been assigned a group of vertices that will deform with it.

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This is being handled by vertex groups, also known as weights,

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which have been automatically generated by Blender based on the placement of the bones

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relative to the mesh. We'll be going over vertex groups in a separate video.

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If you select your mesh and go into its Modifiers tab, denoted by the wrench icon,

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you'll notice that it now has a new modifier as well, the Armature modifier.

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This is how Blender uses armature objects to deform meshes,

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based on the transformation of individual bones.

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Now obviously this rig is incomplete, and if you want to learn how to rig the entire character,

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you can head over to our character rigging video,

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but I hope this gave you a good idea of how armature objects work and how to edit them.

