


In this video, you’ll learn how to create an armature for a simple penguin. (Hopefully that will help the Googlers find what they’re looking for 🙂) Whatever you want to call it, creating an armature in Blender 2.8 hasn’t changed much from previous versions, but the UI is definitely different, so tutorials from older versions will probably be frustrating for newcomers. Tutorials Blender 2.8 Armature, Blender 2.8 Bones, Blender 2.8 Rigging, Blender 2.8 Skeleton Weight Painting starts with: "penguin_fullArmature_unpainted.blend"Īnimations (Idle, Forward, Left, Right) starts with: "penguin_fullArmature.blend"īlend Tree starts with: "penguin_fullArmature_animated.fbx" If you’d need a clean start for the following videos, use these files. The ones Ive found on youtube only covered very basic stuff. This is probably the best blender rigging tutorial you can find out there. Simple Armature for a Penguin starts with: “penguin.blend” I learned rigging in blender very recently (I knew blender already, just never rigged in it) and this tutorial helped me port my rigging knowledge learned on Maya very well. Looking for the these…? 💁♂️🐧 You can download all files from here 👉 👈 Hopefully you don’t mind… I skipped over the 3d model part, since there seem to be a ton of tutorials for basic 3d modeling and not many for the rigging, weight painting, and animating. Rather than just give you a fully rigged character, I thought it would be cool to teach you how to rig a character. To assign each part of the mesh to the right group, go in the Properties panel of the object > Data > Vertex Groups, select the part of the mesh you want, select the vertex group it is supposed to be part of in the list, and click Assign.I wanted to make a fun tutorial series leading up to my next Unity ML-Agents tutorial. You should rather choose With Empty Groups, which will create in your object as many vertex groups as you have bones, but without assigning them to any part of the mesh ("empty groups").įirst you need to separate your mesh in several parts (well, it will be very hard with your topology, I suggest you redo it from scratch). Now you can parent the mesh to the armature.īut note that the Automatic Weight mode is not the good one for this kind of object, as this is not an organic but a mechanic object. On the bottom of the Tools panel (activated with T), on the left of your 3D view, you can change the Merge Distance, choose 1cm. You must select your object, go in Edit mode, select all and W > Remove Doubles. Your mesh is super messy and has too many double vertices, which means vertices overlaying other vertices at the same position or too close to.
