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Bones

Rigging

An armature that deforms artwork when it moves.

A bone is a segment with a start and an end that can be parented to another bone. Move a bone and the artwork weighted to it deforms — which is how you animate a character by posing a skeleton instead of redrawing shapes.

Bones form a hierarchy. Rotating an upper arm carries the forearm and the hand with it.

Try itBones · skinning
Two bones deforming a strip. Weight decides how much each vertex follows each bone — drag Falloff to see rigid segments become a smooth bend.

When to reach for it#

  • Characters and creatures.
  • Mechanical arms, cranes, anything jointed.
  • Any artwork where one movement should carry several parts.

Parameters#

Parentparent#

Which bone this one hangs from. The chain determines what carries what.

Lengthlength#

Segment length. Bone length affects how weights fall off, so it is worth getting roughly right before painting weights.

Rotationrotation#

The main thing you animate. Rotation is relative to the parent, so a whole limb can be posed from the shoulder.

Things that catch people out#

Bind before you animate

The bind pose is the reference the deformation measures against. Move bones before binding and the artwork inherits the offset permanently.

See also#

riggingSkinning weights→

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