As per subject, after having searched for similar posts, I decided to post the question myself. I have to rig a robot, to which thereafter should be attached motions for organic humanoid characters. The joints are, well, those of a robot: no bending, just rotations. The question is: how to rig it correctly the way it will not deform once organic animations are applied to the rig/model?
Use bone parenting
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eg
- Select the robot piece
- Shift Select the Armature
- Ctrl + Tab to enter pose mode
- Select the bone to parent to
- Ctrl + P > Bone
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In addition to what has been posted, you need to ensure the bone’s head and tail are located at the correct pivot point of the object.
Generally, I use snapping to do this. Select the verts at the pivot point, Shift-S → Snap Cursor to Selected. Then select the head or tail of the bone and Shift-S → Snap Selected to Cursor.
Randy