It’s been a long time since I tried to rig a character in Blender, so I thought I’d give it another go. Rigging involves creating a skeleton of armatures (bones) and attaching them to a mesh, so you can animate or pose the object in a fluid way.
I have to admit I struggled with it, the mesh deforms badly despite weight painting and tweaking. Anyway, here’s the very short animation, and the source blender file attached below.
In any case, I think my lighting set ups are improving a bit.
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