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Armatures

An "armature" is a type of object used for rigging. Armature object borrows many ideas from real life skeletons.

Your first armature

In order to see what we're talking about, let's try to add the default armature in Blender.

(Note that armature editing details are explained in the armatures editing section).

Open a default scene, then:

  • delete all objects in the scene
  • make sure the cursor is in the world origin with ⇧ ShiftC
  • press 1 NumPad to see the world in Front view
  • then, either:
    • in the Main Menu, Go to Add > Armature > Single Bone
    • -or- in the 3D view, add an armature with ⇧ ShiftA   »  Armature » Single Bone
  • press Del numpad to see the armature at maximum zoom
Toolbox: Add » Armature » Single Bone
The default armature


The armature object

As you can see, an armature is like any other object type in Blender:

  • It has a center, a position, a rotation and a scale factor.
  • It has an ObData datablock, that can be edited in Edit mode.
  • It can be linked to other scenes, and the same armature data can be reused on multiple objects.
  • All animation you do in Object mode is only working on the whole object, not the armature’s bones (use the Pose mode to do this).

As armatures are designed to be posed, either for a static or animated scene, they have a specific state, called “rest position”. This is the armature’s default “shape”, the default position/rotation/scale of its bones, as set in Edit mode.

In Edit mode, you will always see your armature in rest position, whereas in Object and Pose mode, you usually get the current “pose” of the armature (unless you enable the Rest Position button of the Armature panel).

Armature chapter overview

In the "Armatures" section, we will only talk about armatures themselves, and specifically we will talk about:

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For the current 2.7x manual see http://www.blender.org/manual/


User Manual

World and Ambient Effects

World

Introduction
World Background

Ambient Effects

Mist
Stars (2.69)


Game Engine

Introduction

Introduction to the Game Engine
Game Logic Screen Layout

Logic

Logic Properties and States
The Logic Editor

Sensors

Introduction to Sensors
Sensor Editing
Common Options
-Actuator Sensor
-Always Sensor
-Collision Sensor
-Delay Sensor
-Joystick Sensor
-Keyboard Sensor
-Message Sensor
-Mouse Sensor
-Near Sensor
-Property Sensor
-Radar Sensor
-Random Sensor
-Ray Sensor
-Touch Sensor

Controllers

Introduction
Controller Editing
-AND Controller
-OR Controller
-NAND Controller
-NOR Controller
-XOR Controller
-XNOR Controller
-Expression Controller
-Python Controller

Actuators

Introduction
Actuator Editing
Common Options
-2D Filters Actuator
-Action Actuator
-Camera Actuator
-Constraint Actuator
-Edit Object Actuator
-Game Actuator
-Message Actuator
-Motion Actuator
-Parent Actuator
-Property Actuator
-Random Actuator
-Scene Actuator
-Sound Actuator
-State Actuator
-Steering Actuator
-Visibility Actuator

Game Properties

Introduction
Property Editing

Game States

Introduction

Camera

Introduction
Camera Editing
Stereo Camera
Dome Camera

World

Introduction

Physics

Introduction
Material Physics
No Collision Object
Static Object
Dynamic Object
Rigid Body Object
Soft Body Object
Vehicle Controller
Sensor Object
Occluder Object

Path Finding

Navigation Mesh Modifier

Game Performance

Introduction
System
Display
Framerate and Profile
Level of Detail

Python API

Introduction
Bullet physics
VideoTexture

Deploying

Standalone Player
Licensing of Blender Game

Android Support

Android Game development