03 Blender EN

Hello everyone!

I’m Ayana, a Vtuber!

Today I will explain about creating armatures.


Let’s begin!

Let’s start!

What is Armature?

Armature mean it refers to the so-called skeleton.

When moving a humanoid character etc., if you make a model with only objects, it will take a lot of time because it is necessary to edit the mesh of the moving parts in detail. That’s where armatures come in handy.

Armatures act as joints by associating them with objects, making it easier for characters to move.

Each element that makes up an armature is called a bone. The head of the bone is called the head, the center is called the body, and the tip is called the tail.

How to create an armature

Next, I will explain how to create an armature.

In object mode, press Shift + A and click Armature. Then a bone will be added in the center of the screen.

You can easily change the shape by switching to edit mode and moving the head and tail of the bone.

Change the display of bones

Next, I will explain how to change the display of bones.

Display bones at the front.

Adding bones by default hides them inside the object like this. In this state, it becomes difficult to operate the bones, so let’s switch the bones to the in the front display.

First, with the bone selected, click “Object Data Properties”.

Open “Viewport Display” and check “In Front”.

Then, the bone will be displayed in the front like this. It’s easier to check the positional relationship with the object.

Switch the display method.

To switch the display method of bones, open “Viewport Display” from “Object Data Properties” and click “Display As”.

In addition to the default “octahedral”, you can select from a total of 5 types: “stick”, “B-bone”, “envelope”, and “wire”.

Rename the bone.

To change the name of a bone, first click the triangle on the left side of Armature from “Outliner” on the upper right of the screen while holding down the Shift key. Then, all the hierarchies stored in Armature will be displayed.

You can change the name by double-clicking on Bone. When creating an armature, be sure to name the bones for easy identification.

Add an armature to the model.

Now let’s try add an armature to the humanoid model.

Press Shift + A in object mode to add an armature. Press the Tab key to switch to edit mode and edit the position and shape of the bone according to the hip.

Once you have a hip bone, press the E key with the tail at the tip selected to push out a new bone. Now shape it to fit your chest.

Add bones to the head in the same way.

Next, we will make the bones of the left hand and foot. Push the bone sideways from the neck with the E key.

Click the body, press Alt + P, and click Disconnect. This allows the bones to be detached and moved.

Edit the position and shape of the bone according to the upper arm part of the arm.

Extrude with the E key and add bones to the hand.

For the legs, select the head of the hip bone and press the E key to push the bone down. Note that when extruding from the head of a bone, the bones do not have a parent-child relationship. To create a parent-child relationship, select one by one from Foot Bone to Hip Bone, press Ctrl + P, and click Keep Offset.

Click Alt + P and click Disconnect to move the bone to the thigh of the left foot, just as you would with the hand.

Extrude with the E key and add a bone below the knee.

Press 3 on the numeric keypad to switch to the starting point from the side, and press the E key to push the bone to the tip of the foot.

Bone symmetry

When creating the right limb, we use a feature called symmetry. The point of bone symmetry is the name of the bone.

First, open all the armature hierarchies created from the “Outliner” and give each bone a name. At this time, be sure to add “~ .L” to the end of each bone of the left hand and foot. (“~ _L” is also OK)

When you have finished naming, with the limb bones selected , right-click and click Symmetry.

Then, the left limb is duplicated on the opposite side like a mirror in this way, and the right limb can be created. This completes the work of adding an armature.

This is the end of the lecture on how to create armatures.


How is everyone doing?

Did you understand today’s lecture?

See you again for the next lecture!

See you soon! Bye bye!