Select HandIK.L and grab it with G to move it around and see that it works properly. Set the Chain Length to 8 (because we made eight bones when we subdivide ‘Arm’ and we need the chain to connect back to the body). In the IK panel, in the Target field, select ‘Armature’ and in the Bone field select ‘HandIK.L’. Select Hand.L, and in the Properties panel, select the Bone Constraints tab.Ĭlick the big ‘Add Bone Constraint’ button and select ‘Add Tracking: Inverse Kinematics’. TAB to Object Mode and from the Object Interaction Toggle, select Pose Mode. Grab HandIK.L with G and move it on the X-axis.
Select HandIK.L and in the Properties panel, under the Bone tab, under Relations, click the ‘x’ next to its name in the Parent field. Zoom in with the scroll wheel if you need and select the head of ‘Hand.L’.Įxtrude a new bone, E, X. Select the last bone, and rename it ‘Hand.L’. Select ‘Arm’ bone and in the Tools panel click Subdivide three times. Select the head of ‘Shoulder.L’ and Extrude it 2 Blender units on the X-axis. Press E to Extrude a new bone and X to constrain it to the X-axis. With the top of ‘Spine’ still selected, press E to extrude a new bone, and Z to constrain it to the Z-axis, then enter 1.35 and press ENTER. Grab with G, constrain to Z, and move it down -.35. Press G to Grab and Z to move it only on the Z-axis, then enter -1, and press ENTER. Now Z to wireframe and add a bone with SHIFT + A and select Armature, Single Bone.
Rigging Blender Armaturesīefore we create our first bone, make sure the 3D cursor is at the center of the 3D View.
#Blender rigging tutorial 2.8 how to
If you’re just joining us, you will want to start with Part 1, Beginner Blender Tutorial: How to Model & Animate a Robot. In this tutorial, you will be rigging Blender armatures to animate your robot.
In Blender, rigging is the process of connecting an armature to a mesh to make it move. Let’s bring our robot to life! We will do so with bones.