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Blender animation with armature/bones

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1. Apply mirror modifier in object mode

(bones have to be assigned to actual vertices, not a mirror)


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2. Add armature

Click on the joint ball - extrude with E


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3. Select and Duplicate bone section

Mirror duplicated section

align by pressing x, y, z + snap 


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4. Display bone names:

armature data -> viewport display

[x] Names


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5. Connect duplicated bone to the original joint

Bone properties - Relations:  [x] Connected


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6. Parent mesh to armature

select mesh + armature (Ctrl)

With cursor on main window - in object mode: hit Ctrl-P

alternative 1: With Empty Groups

alternative 2: Automatic Weights

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(in order to clear parent: Alt-P with mesh selected)


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7. Assign vertex to bone (With Empty Groups)

Select mesh in object mode

open the Data section

enter edit mode with TAB - select and assign vertices to bone groups

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8. In object mode -> select Armature

enter Pose Mode (not edit or object)


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9. Open Dope Sheet in another window

change mode to: Action Editor -> click new

(several animations for one object)


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10. Rotate bones in Pose Mode to animate

select entire armature: double tap A

insert keyframe in timeline with: i 

(with cursor on pose window)


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11. Hit SPACE to play

copy inserted keyframe, reuse stored mesh coordinates during animation

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