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---
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title: Rig a simple mesh
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description: Explains the process for rigging a basic model in Blender.
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---
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You can create a **rigged mesh** using a third party modeling tool such as [Blender](https://www.blender.org) or [Maya](https://www.autodesk.com/products/maya/overview). You should rig a model after designing it, but prior to [exporting](../../art/modeling/export-requirements.md).
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To rig a simple model in Blender:
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- [Set up Blender](#set-up-blender) to Studio's relative scene units before importing a model to rig.
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- [Create and reposition bones](#create-a-bone-structure) within the mesh object.
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- [Parent the mesh to the armature](#parent-armature) to bind the bone armature to the mesh object.
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- [Assign vertices to specific bones](#assign-vertices-to-bones) to define which parts of the mesh is driven by which bones.
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- [Test your rigged mesh](#test) to ensure that the bones are properly positioned and influenced within the mesh.
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<Alert severity="info">
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This guide uses a downloadable [example robot model](../../assets/modeling/meshes/reference-files/shoebot-base-model.fbx) and [Blender version 3.0](https://www.blender.org/download/releases/3-0/). If you are using another version of Blender, there may be minor differences in UI and settings.
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</Alert>
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## Set up Blender
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To start the process of creating a rigged mesh, first set up the following in your Blender project:
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- Set up Blender's [scene unit and unit scale properties](#set-scene-and-scale) to Studio's proportions.
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- [Import the model into Blender](#import-a-model) using Blender's file importer.
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### Set scene and scale
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When setting up Blender projects for Roblox Studio to import, you should modify Blender's default **scene units** and **unit scale** properties to ensure they closely align with Studio's scale.
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To start a new Blender project and set scene unit properties:
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1. Open a new **General** project in Blender.
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2. Select the default shape, camera, and lights, then press <kbd>Delete</kbd>.
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3. In the left-hand navigation of the **Properties Editor**, navigate to **Scene Properties**.
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<img src="../../assets/modeling/skinned-meshes/Blender-Scene-Units-Icon.png" width="320" />
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4. In the **Units** section, change the **Unit Scale** to **0.01** and the **Length** to **Centimeters**.
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<video controls src="../../assets/modeling/meshes/rigging-simple/1-setting-up-blender.mp4" width="80%"></video>
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### Import a model
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For this example, import a [robot model](../../assets/modeling/meshes/reference-files/shoebot-base-model.fbx) into Blender as your mesh object.
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To import an existing `.fbx` model:
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1. In the topbar, click **File**. A pop-up menu displays.
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2. Select **Import**, then the file format of the model you're importing. For this example, select **FBX (.fbx)** and the `.fbx` reference model. The model displays on the 3D viewport.
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<img alt="Imported Model"
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src="../../assets/modeling/meshes/rigging-simple/rigging-r1-imported.png" width="80%" />
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## Create a bone structure
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Now that your model is within Blender, you must add an **armature** and **bones** to your mesh object. An **armature** is a skeleton-like rigging object that acts as a container for bones, while **bones** are objects that control the movement and deformation of the group of vertices, or **vertex group**, that surround the bone.
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### Add an armature
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An armature is a structure required to add bones to your mesh. After you add in an armature, you can create and reposition any number of bones inside of your mesh object.
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To add an armature:
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1. At the top of the 3D viewport, select **Add** → **Armature**.
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2. For better visualization of the bones, in the left-hand navigation of the **Properties Editor**, navigate to **Armature Object Properties**.
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3. In the **Viewport Display** section, navigate to the **Show** property, then enable **In Front**.
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<video controls src="../../assets/modeling/meshes/rigging-simple/2-adding-armature.mp4" width="80%"></video>
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### Add and position bones
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When you add an armature to your project, Blender automatically adds one bone to the armature at a default position and scale which will act as the root bone.
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To add and position two additional bones:
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1. Click on the **bone** to highlight it.
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2. At the top of the 3D viewport, click on the Mode dropdown, then switch to **Edit Mode**.
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3. In the Viewport, click **Add** → **Single Bone**. Perform this step twice.
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<video controls src="../../assets/modeling/meshes/rigging-simple/3.1-positioning-bones.mp4" width="80%"></video>
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4. In the Viewport or Outliner, click on **a newly created bone** to highlight it.
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5. Press <kbd>G</kbd> and use your mouse to drag the bone onto the **right arm**.
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6. Click on the second bone and press <kbd>G</kbd> to drag the bone on the **left arm**.
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<video controls src="../../assets/modeling/meshes/rigging-simple/3.2-positioning-bones.mp4" width="80%"></video>
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7. Click on the top of the **right bone** so that the tip is highlighted. Press <kbd>G</kbd> to drag and orient the bone horizontally toward the right.
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8. Click on the top of the **left bone** so that the tip is highlighted. Press <kbd>G</kbd> to drag and orient the bone horizontally toward the left.
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<video controls src="../../assets/modeling/meshes/rigging-simple/3.3-positioning-bones.mp4" width="80%"></video>
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9. In the Outliner, double-click and **rename** your bones so they can be easily referenced later.
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<video controls src="../../assets/modeling/meshes/rigging-simple/4-rename-bones.mp4" width="80%"></video>
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## Parent armature
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After you create and position the bone structure, you need to connect the armature to the mesh object by parenting the armature to the mesh object.
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In this guide, you should also use Blender's **Automatic Weights** function when you are parenting an armature, as it automatically adds weights and influences to your mesh.
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To parent an armature to a mesh:
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1. At the top of the 3D viewport, click on the Mode dropdown, then switch back to **Object Mode**.
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2. Press <kbd>Alt</kbd><kbd>A</kbd> (Windows) or <kbd>⌥</kbd><kbd>A</kbd> (Mac) to deselect every object.
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3. Hold <kbd>Shift</kbd> and select the **mesh object** and then the **armature**. The selection order is important.
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4. In the **Viewport**, right-click on the mesh object. A pop-up menu displays.
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5. Select **Parent**, then **With Automatic Weights**.
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<video controls src="../../assets/modeling/meshes/rigging-simple/5-parenting-armature.mp4" width="80%"></video>
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## Assign vertices to bones
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With your armature connected to the mesh object, you can now assign the mesh vertices of your limbs to be fully influenced by their corresponding
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bones. As a rigid model, each limb will completely bend and articulate when the bones are rotated, which is ideal for a non-organic character like a robot.
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To assign bone influence to the left and right arms:
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1. In Object Mode, select the **robot mesh object**.
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2. In the Mode dropdown, switch to **Edit Mode**.
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3. At the top-right of the Viewport, switch to **X-Ray** view using the Material Preview options.
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<video controls src="../../assets/modeling/meshes/rigging-simple/6.1-assigning-vertices.mp4" width="80%"></video>
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4. Drag and select the vertices you want to move with the right bone.
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5. Navigate to the **Object Properties** panel.
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6. In the **Vertex Group** section, select the name of the bone you want to assign and click **Assign**.
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7. **Repeat steps 4-6** for the other bone and arm vertices.
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<video controls src="../../assets/modeling/meshes/rigging-simple/6.2-assigning-vertices.mp4" width="80%"></video>
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8. Drag and select the rest of the vertices in the center of the robot.
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9. Navigate to the **Object Properties** panel.
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10. In the Vertex Group section, select the **Middle bone** and click **Assign**.
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<video controls src="../../assets/modeling/meshes/rigging-simple/6.3-assigning-vertices.mp4" width="80%"></video>
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## Test
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You can test your rig in different poses in Pose mode. It's important to test your rigs after applying or changing influences before exporting.
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To test your applied influences:
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1. In **Object Mode**, select any part of your model.
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2. At the top of the 3D viewport, click on the Mode dropdown, then switch to **Pose** mode.
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3. Hold <kbd>Shift</kbd> and click the bone you want to test to highlight it, then press <kbd>R</kbd> to test the rotation.
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4. Press <kbd>Alt</kbd><kbd>A</kbd> (<kbd>⌥</kbd><kbd>A</kbd>) to deselect the current bone, then reselect and test another bone.
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<video controls src="../../assets/modeling/meshes/rigging-simple/7-testing.mp4" width="80%"></video>
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<Alert severity="info">
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To reset the rotation of a selected bone to neutral, press <KeyboardInput>Alt</KeyboardInput>+<KeyboardInput>R</KeyboardInput>. While rotating, you can also press your mouse's scroll wheel to change the axes of your rotation.
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</Alert>
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The robot model is now a rigged mesh and ready to [export](../../art/modeling/export-requirements.md) to Studio. For reference, you can download the [final export](../../assets/modeling/meshes/reference-files/shoebot-rigged-model.fbx) (`.fbx`) of the model rigged in this guide.
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