Blender Introduction to Rigging - Adding an Armature to a Google Android (New Version)
Why Blender Stack Exchange recommends it
Blender Stack Exchange users link it when someone needs a simple armature for a model made of separate mesh objects, such as animating several objects together or rigging a blocky figure.
Recommended by 4 people across 4 different months, 2015 to 2016.
What it is
A short beginner tutorial for Blender 2.6+ that shows how to build a very simple rig for a 3D Google Android model. It covers extruding bones into a skeleton, parenting separate mesh parts to bones, and adding inverse kinematics constraints to the limbs. Presented by Ian Scott, who also offers the model and files for download.
What people said
Recommends aldo · 2015-01 · Blender Stack Exchange · on “How to rig a skeleton so that it can be controlled with physics?”
I'm trying to rig a lego minifigure skeleton. I followed the instructions in this tutorial [this video] and was able to get the armature working and even make a walkcycle. I would like to add physics to the skeleton but I'm not sure if my setup precludes this. My aim is to have keyframe animations take precedence in certain situations - like when its walking - and the physics engine take over in others - like if it gets hit by something at which point it should behave like a rag-doll. specifically: 1) Because its a mechanical rig should I even use an armature or just use constraints? 2) If I do use an armature, should the minifigure be a single mesh or can I keep the arms, legs, torso as separate
Recommends blendinblandin_001 · 2015-03 · Blender Stack Exchange · on “How to make animations for two objects?”
I figured it out. You just have to use armatures [this video] . What this means is: create an armature from the create menu Shift + A . position the bones in the Edit mode. switch to the pose mode, shift + RMB click on each object and its corresponding bone. press P to connect them using "bone" from the parent menu. finally animate the entire armature.
Recommends Mutant Bob · 2015-06 · Blender Stack Exchange · on “Animating model instances”
It sounds like you need to add an armature and rig it to your mesh. The various armatures can be posed and animated independently although they share a single armature datablock. The same with the objects instantiating the mesh. I found a couple of rigging tutorials by searching for blender armature rigging. [this video] [LINK] And the Humane Rigging series is somewhat legendary [LINK] It is entirely possible to place multiple independent meshes under control of a single armature by giving each mesh an armature modifier pointing at the controlling armature. This still requires assignment of vertex groups, but you would have to do that in a single-mesh situation anyway. An even simpler system is t
Recommends SamJ · 2016-11 · Blender Stack Exchange · on “How do I link armature on separate objects to work together?”
So I got this going with a little help from a video tutorial, here is the quick run down: Add an armature single bone. Press E to extrude a new bone from the first bone. Press ALT+P to detach the bone. You can then move it and parent the bone to different objects but they remain linked and still work together when you pose them. Credit goes to this video - [this video]