So if the shoulder blade moves, what happens? Everything linked to it must move, because it is the parent of everything linked under it. The hand is the child of the forearm, the forearm the child of the Humerus, etc. What do I mean? Think about your arm: your hand is "linked" to your forearm (Radius & Ulna), which in turn is linked to your Humerus, which again is linked to your shoulder blade and clavicle. Linking is how you tell objects who their parent is. Before we move onto that, let's discuss for a second what this actually means. Here we have a simple version of my Man character that is ready to be rigged (Fig.01).Īt this point nothing is linked they are just placed as they would be after modelling. First thing you will need to do is download the working file from here. These concepts, however, cannot be applied to Biped - it is already rigged. However, the concepts herein can be applied to actual Bones used for skinning a character so that your mesh can move. Time to learn how to take your model and make it move! This tutorial will be geared towards learning how to rig a character like the one that I give away on my site (Family of Rigs) in the Downloads section ( ) - mainly a character that is simply a stand-in for bones, focused more on animation than aesthetics.
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