Finally, we’re on the bone and rigging part. I’m gonna be honest, I’m not often working on 3d animation stuff, I’m all about modeling :), but I really want to make this blender 3d tutorial to give beginner understanding the basic of bone rigging function. I probably will miss some of the tool, so if you catch anything or want to add something just let me know.
On this learning session, we will use a simple 3d text that later we will add bone so it can be flexible and bent as you like. The bone we make have to place inside the text object. This blender 3d tutorial about bone & rigging will split in 2 or 3 article which we also will learn a feature called Lattice and Volume Light. Hopefully after reading this series you can create a more live object.
First learning, let’s make a Z letter from cube object. Change Y dimension to 15.
To make it more flexible when you bend it, in edit mode make another 6 new segments ( Ctrl + R ).
Back to object mode, add Subdivision Surface to make it smooth. Also don’t forget to click Smooth button on Shading option.
Armature:
It is time to get our bone inside the cube. Press Shift + A and choose Armature —> Single Bone. Press Z ( Wireframe ) so you can see through the bone. Change the orientation and the size of the bone.
You can back to solid mode and still see the bone by active X-Ray box on Object Data option.
Next, change your viewport to front, still select bone object, enter edit mode, and then duplicate the bone with Extrude ( E ) command or Ctrl + Click.
Rigging:
Now, we will make the bone and cube object connected. Back to Object Mode, select the cube first and then the bone.
The next part is a tool that you need to remember everytime you want to rig something. Press Ctrl + P ( Parent ) and choose With Automatic Weights.
Let’s see if our rigging process successful. Active the bones and enter Pose Mode. The Pose Mode only visible if the object armature. It will turn to light blue color.
Try to play with the bone by rotate it on X Axis like I did below.
As you can see the joint is not that smooth. You can solve it by re-arrange the modifier position. Place the Armature modifier above SubSurf modifier.
Here’s after I play a little bit of bone rigging function and try make the Z letter. It’s close, right?. Hahaha.
Anyway, this technique called FK or Forward Kinematic. Which mean, if you move or rotate bone #3, bone #1 & #2 won’t affected. On next posting, I’ll show you IK or Inverse Kinematic and Subdivide technique apply on bone.
Thank you for reading and let’s connect on twitter!. See you soon…