What a Rig Is (Animator View)
A rig is a set of controls that lets you pose and animate a character predictably. In Blender, the most common rig foundation is an Armature: a hierarchy of bones that can deform a mesh or drive objects. For animation outcomes, the goal is not “many bones,” but clear controls, stable rotations, and easy resetting.
Core Terms You’ll Use Constantly
- Armature Object: the container you select in Object Mode.
- Bone: a single joint segment inside the armature.
- Head / Tail: the start and end of a bone; the tail often connects to the next bone’s head.
- Parent / Child: bone hierarchy; moving a parent affects children.
- Deform vs Control: deform bones move the mesh; control bones (often non-deforming) are what animators grab.
Modes You Must Not Mix Up: Edit Mode vs Pose Mode
| Mode | What you change | When to use |
|---|---|---|
| Edit Mode (Armature) | Bone structure: placement, length, parenting, roll | Building the rig (skeleton layout) |
| Pose Mode | Bone transforms for animation: pose rotations/locations | Posing, keyframing, testing IK |
Rule of thumb: Edit Mode defines the rig; Pose Mode animates the rig. If something “breaks” while posing, check you didn’t accidentally edit the skeleton in Edit Mode.
Adding an Armature and Understanding Bone Display
Create an Armature
- In Object Mode:
Shift + A→ Armature → Single Bone. - With the armature selected, in the Armature Data properties (green stick icon), enable In Front so bones remain visible through geometry while you learn.
Bone Display Tips (Animator-Friendly)
- In Armature Data → Viewport Display, try Display As: Octahedral (clear head/tail) or B-Bone (nice for spines).
- Turn on Axes display temporarily if you’re troubleshooting rotation directions.
Guided Build: Minimal Stick-Figure Rig (Spine + Arm)
You’ll build a tiny rig that is easy to animate: a spine bone, an upper arm, a forearm, and a hand IK controller. This is not a full character rig; it’s a clean learning rig that produces an animation (a wave).
Step 1 — Build the Spine Bone
- Select the armature → go to Edit Mode.
- Select the bone. Rename it to
spine(Bone Properties → Name). - Position it roughly upright: move the head near the pelvis area and the tail near the chest area (use standard transform tools).
Step 2 — Extrude an Arm Chain (Upper Arm → Forearm)
- Still in Edit Mode, select the tail of
spine. - Extrude a bone for the upper arm:
Eand move it sideways. Name itupper_arm. - Select the tail of
upper_arm, extrude again for the forearm. Name itforearm. - Select the tail of
forearm, extrude a short bone for the hand. Name ithand.
Because you extruded from the spine tail, the parenting is already correct: spine → upper_arm → forearm → hand.
Step 3 — Keep Rotations Stable (Bone Roll Basics)
Unstable or “twisty” rotations often come from inconsistent bone roll (the bone’s local orientation). For a simple rig, you want the arm bones to share a consistent roll so bending behaves predictably.
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- In Edit Mode, select
upper_armandforearm(and optionallyhand). - Use Armature menu → Bone Roll → Recalculate Roll.
- Try a consistent method like Global +Z (or another axis that makes sense for your scene). The goal is consistency, not a specific axis.
Quick test: switch to Pose Mode and rotate the elbow (forearm) on a single axis; it should bend cleanly without unexpected twisting.
Animator-Facing Controls: Selecting, Posing, Resetting
Selecting Bones Like Controls
- In Pose Mode, click bones to select them. Use
Shiftto add/remove from selection. - Use the Outliner to find bones by name if the viewport is crowded.
- Consider enabling bone groups/colors later; for now, naming clearly is your “UI.”
Pose Transforms (What Animators Actually Do)
Most character posing is rotation on joints, not translation. For this learning rig, rotate upper_arm, forearm, and hand in Pose Mode to create poses.
Resetting Poses (Essential for Iteration)
Resetting is how you return to a neutral pose quickly while experimenting.
- Clear rotation:
Alt + R - Clear location:
Alt + G - Clear scale:
Alt + S
Use these on selected bones in Pose Mode. If you build IK controllers (next section), clearing location on the controller is often the fastest “return to default.”
Parenting a Simple Object to a Bone (Prop Attachment)
Sometimes you want a rigid object (like a simple hand block, a wrist cuff, or a tool) to follow a bone without deformation. That’s bone parenting.
Step-by-Step: Attach a Simple “Hand” Object
- Create a small object to represent the hand (for example, a cube scaled down) and place it near the end of the arm.
- Select the object first.
Shift-select the armature.- Switch to Pose Mode.
- Select the
handbone. - Press
Ctrl + P→ Bone.
Now the object follows the hand bone’s motion. This is ideal for rigid props. (For a deforming character mesh you’d typically use Armature Deform, but this chapter focuses on simple animation-ready outcomes.)
Basic IK for a Two-Bone Chain (Simple Arm)
Inverse Kinematics (IK) lets you move an end controller (like a hand target) and have the arm bend automatically. For a basic arm, you typically want IK to control upper_arm and forearm, with the hand following.
Step 1 — Create an IK Controller Bone
- Select the armature → go to Edit Mode.
- Add a new bone (or duplicate a small one) near the hand but not connected to the chain. An easy approach: select
hand, then duplicate it (Shift + D) and move it slightly away. - Name this new bone
hand_IK. - With
hand_IKselected, disable Deform (Bone Properties → uncheck Deform). This marks it as a control bone. - Ensure
hand_IKis not connected to the arm chain (it can be parented for organization later, but keep it separate from the deform chain for clarity).
Step 2 — Add the IK Constraint
- Switch to Pose Mode.
- Select the bone that should receive the IK constraint: typically the last deform bone in the chain. For this setup, select
hand(orforearmdepending on your preference). A common beginner-friendly choice is to put IK onhand. - Go to Bone Constraints (chain icon) → Add Bone Constraint → Inverse Kinematics.
- Set Target to your armature object.
- Set Bone to
hand_IK. - Set Chain Length to
2so it affectsforearmandupper_arm.
Test: select hand_IK and move it. The arm should follow and bend.
Step 3 — Control the Elbow Direction with a Pole Target (Optional but Recommended)
Without a pole target, the elbow may flip unpredictably. A Pole Target gives the solver a stable “elbow points this way” reference.
- In Edit Mode, create another small non-deforming bone in front of the elbow area. Name it
elbow_pole. Disable Deform. - In Pose Mode, select the bone with the IK constraint (e.g.,
hand). - In the IK constraint settings: set Pole Target to the armature and Pole Bone to
elbow_pole. - Adjust Pole Angle (often ±90°) until the elbow points correctly.
Animator habit: keep the pole controller easy to grab and positioned so it won’t intersect the arm during common poses.
Keeping Rotations Predictable While Animating
Prefer Rotations on Joints, Locations on Controllers
- Rotate deform bones (
upper_arm,forearm) for joint articulation when not using IK. - Move the IK controller (
hand_IK) to place the hand; let the solver handle joint rotations.
Rotation Mode: Avoid Surprise Flips
For stable animation curves, many animators prefer Quaternion (WXYZ) to reduce gimbal issues, while others prefer XYZ Euler for readability. The key is consistency per control.
- In Pose Mode, select your control bone(s), especially
hand_IKand any bones you’ll rotate often. - In Bone Properties → Transform, set Rotation Mode (e.g., Quaternion (WXYZ) for stability or XYZ Euler for clarity).
If you notice flipping during a wave, try switching the waving control to Quaternion and re-key the motion.
Guided Animation: Pose and Animate a Wave Using Controllers
You will animate primarily with the hand_IK controller (and optionally a small hand rotation) to create a readable wave.
Step 1 — Prepare a Neutral Pose
- Go to Pose Mode.
- Select all pose bones you’ve moved before and reset:
Alt + G,Alt + R,Alt + S. - Pose the arm into a “wave ready” position: move
hand_IKup and outward so the elbow bends naturally. If needed, adjustelbow_poleto aim the elbow.
Step 2 — Keyframe the Controllers
Keep it simple: key the controller’s location (and optionally rotation) at a few frames to create the wave beats.
- Frame 1: select
hand_IK(andelbow_poleif you plan to animate it). Insert keyframes for the transforms you want to animate. Common choice: Location forhand_IK. UseI→ Location (or LocRot if rotating too). - Move to frame 10: move
hand_IKslightly left (or up) to start the wave arc. Insert the same key type. - Frame 20: move
hand_IKslightly right (opposite side). Insert key. - Frame 30: move
hand_IKback left. Insert key. - Frame 40: return
hand_IKto the starting position. Insert key.
Step 3 — Add a Little Wrist/Hand Rotation (Optional)
A wave often reads better with a small rotation at the end. If your hand bone is part of the IK chain, you can still rotate it in Pose Mode for a wrist twist.
- At frame 10/20/30: select
handand rotate slightly back and forth (small angles). InsertI→ Rotation.
Step 4 — Quick Troubleshooting Checklist
- Arm bends the wrong way: move
elbow_poleto the other side of the arm, or adjust Pole Angle. - Elbow flips mid-animation: add/animate a pole target, and avoid moving the IK controller through the shoulder line.
- Controller keys don’t seem to work: confirm you keyed the controller bone (
hand_IK) in Pose Mode, not the armature object in Object Mode. - Reset doesn’t return to expected pose: you may have keyed the “rest” pose; clear transforms and re-establish a neutral pose at frame 1.