How to create an armature in Blender?
Dec 15, 2025
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Hey there, fellow Blender enthusiasts! I'm here as a Blender supplier to guide you through the process of creating an armature in Blender. Whether you're a beginner just starting out or an experienced user looking to brush up on your skills, this guide is for you.
First things first, let's understand what an armature is. In Blender, an armature is like the skeleton of a 3D model. It's used to control the movement and deformation of a mesh. Think of it as the puppet strings that bring your character or object to life.
Getting Started
Before we dive into creating the armature, make sure you have Blender installed on your computer. If you haven't already, head over to the official Blender website and download the latest version. It's free and available for Windows, Mac, and Linux.
Once you have Blender open, create a new project or open an existing one. For this guide, I'll assume you have a basic 3D model ready to rig. If not, you can use one of the default objects in Blender, like a cube or a sphere, to practice.
Entering Armature Mode
To start creating an armature, you need to enter Armature mode. Select your 3D model in the 3D Viewport, then go to the Object menu and choose Armature > New. This will create a new armature object in your scene.


Next, switch to Armature mode by clicking on the Armature Mode button in the 3D Viewport's header. You'll notice that the viewport changes, and you can now manipulate the armature's bones.
Creating Bones
Now that you're in Armature mode, it's time to start creating bones. To create a new bone, press Shift+A and select Bone from the menu. You can also use the hotkey E to extrude a new bone from an existing one.
When creating bones, it's important to think about the structure of your model. For example, if you're rigging a human character, you'll need bones for the arms, legs, torso, and head. Make sure to place the bones in the right positions and orientations to match the anatomy of your model.
You can move, rotate, and scale the bones using the standard transform tools in Blender. Press G to move a bone, R to rotate it, and S to scale it. You can also use the Numeric Keypad to enter precise values for the transforms.
Connecting Bones
Once you have created all the necessary bones, you need to connect them to form a hierarchy. This is important because it determines how the bones will move relative to each other.
To connect two bones, select the child bone (the one that will move with the parent bone) and press Ctrl+P. Choose Connect from the menu to connect the child bone to the parent bone. You can also use the Connect button in the Armature panel to connect multiple bones at once.
Setting Bone Constraints
Bone constraints are used to limit the movement of bones and make them behave in a more realistic way. For example, you can use a Stretch To constraint to make a bone stretch towards a target object, or a Limit Rotation constraint to limit the rotation of a bone within a certain range.
To add a constraint to a bone, select the bone in Armature mode, then go to the Constraints tab in the Properties panel. Click on the Add Constraint button and choose the type of constraint you want to add.
Weight Painting
After you have created and connected the bones, it's time to assign weights to the vertices of your model. Weight painting is the process of determining how much each bone affects the vertices of the mesh.
To start weight painting, switch to Object mode and select your 3D model. Then, go to the Object menu and choose Parent > Armature Deform with Automatic Weights. This will automatically assign weights to the vertices based on their proximity to the bones.
If you're not satisfied with the automatic weights, you can switch to Weight Paint mode and paint the weights manually. Press Ctrl+Tab and choose Weight Paint from the menu. You can use the brush tool to paint the weights on the mesh. The red areas indicate full influence from a bone, while the blue areas indicate no influence.
Testing the Rig
Once you have finished weight painting, it's time to test the rig. Switch to Pose mode by clicking on the Pose Mode button in the 3D Viewport's header. You can now move the bones and see how the mesh deforms.
If you notice any issues, such as the mesh stretching or tearing, you may need to adjust the weights or the bone constraints. Keep testing and refining the rig until you're satisfied with the results.
Conclusion
Creating an armature in Blender may seem daunting at first, but with practice and patience, you'll be able to rig your 3D models like a pro. Remember to take your time, plan the structure of your rig, and use the tools and techniques available in Blender to achieve the best results.
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References
- Blender Documentation
- Blender Guru YouTube Channel
- Blender Artists Community
