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    TURNA, Blender render farm

    Blender rigging: armature, weights and IK, the basics step by step

    T
    TURNA technical team
    25 October 2026
    7 min

    Short answer

    Rigging in Blender means giving a model a skeleton so that it can be animated: you create an armature, bind it to the mesh with Ctrl+P and automatic weights, correct the weights in Weight Paint mode, then add constraints such as inverse kinematics (IK). For a complete character, the Rigify add-on generates a rig ready to animate.

    A 3D model does not move on its own: to animate it, you need a skeleton that deforms it. That is rigging, the step between modelling and animation. This guide covers the basics in Blender, in the order you practise them: creating the armature, binding it to the mesh, correcting the weights, posing the character, adding inverse kinematics, then saving time with Rigify. Advanced cases, non-humanoid creatures and complex constraints, have their own tutorials (in French), linked at the end of the page.

    Rigging vocabulary

    • Armature: Blender's skeleton object, made of bones linked into chains.
    • Parent and child bones: a child bone follows its parent; rotating the shoulder carries the arm and the hand with it.
    • Skinning: the link between the mesh and the armature, which says which vertices follow which bones.
    • Weights: the share of a bone's influence on a vertex, from 0 to 1, stored in vertex groups named after the bone.
    • Constraints: rules that drive a bone, such as inverse kinematics or tracking a target.
    • Rig: the whole set of skeleton, weights and controls, ready for the animator.

    Step 1: create the armature

    In Object Mode, Shift+A then Armature adds a first bone. Switch to Edit Mode (Tab): each bone has a head and a tail, and E extrudes a new bone from the selected tail, already connected to the previous one. Build the spine this way, then the neck, the head, an arm and a leg.

    Name the bones on one side with the .L suffix (left) and those on the other side with .R (right): arm.L, forearm.L, hand.L. This convention then lets you generate the other side with Armature, Symmetrize, and copy a pose as a mirror image during animation. In the armature properties, the In Front option under Viewport Display shows the bones over the mesh, so you do not lose them inside the model.

    Step 2: bind the mesh to the bones

    In Object Mode, select the mesh, then the armature last (it becomes the active object), and press Ctrl+P. Under Armature Deform, there are three choices:

    OptionWhat it doesWhen to use it
    With Automatic WeightsCalculates each bone's influence from its distance to the vertices (the method known as bone heat)The usual starting point for a character
    With Empty GroupsCreates an empty vertex group for each boneWhen you want to paint all the weights yourself
    With Envelope WeightsUses the envelope volume of each boneSimple shapes, mechanical objects

    Blender adds an Armature modifier to the mesh: that is what deforms the model when the bones move. Automatic weights give a good starting point, but as the manual points out, on a complex armature some areas deform badly and need touching up by hand.

    Step 3: correct the weights in Weight Paint

    Select the armature, then the mesh, and switch to Weight Paint mode. The model is displayed in colours: red for full influence of the active bone, blue for none. You paint to add influence, remove it with the brush in subtract mode, and smooth the transitions with the Blur tool. The areas to watch are always the same: shoulders, armpits, elbows, knees, pelvis, and fingers that stick together.

    Test by posing the character while you paint: bend the elbow to 90 degrees, raise the arm, and fix whatever pinches or stretches. A mesh with enough edge loops at the joints deforms much better, which is a matter of retopology (in French) before rigging.

    Step 4: pose in Pose Mode

    With the armature selected, Ctrl+Tab switches to Pose Mode. There you rotate and move bones with R and G as you would objects, and Alt+R, Alt+G reset the rotation and the position. The rest position of the armature, the one in Edit Mode, does not change: it is the reference from which every pose is calculated. Characters are in fact often modelled and rigged in a T-pose or an A-pose, arms out, so that the weights are calculated cleanly.

    Step 5: inverse kinematics (IK)

    By default, you animate in forward kinematics (FK): you rotate the thigh, then the shin, then the foot. To keep a foot planted on the ground while the body moves, inverse kinematics is more practical. Add an Inverse Kinematics constraint to the shin bone (bone constraints tab) and set:

    • Target: the object or bone the chain should point to, usually a foot control bone, not connected to the others.
    • Pole Target: the object or bone that orients the chain, placed in front of the knee to decide which way it bends.
    • Chain Length: the number of bones affected, counting up from the constrained bone, 2 for thigh and shin.

    When you move the control bone, the whole leg follows and the knee bends by itself. Do the same for the arms when a hand has to stay on an object. The other useful constraints (Copy Rotation, Damped Track, Stretch To, rotation limits) are covered in detail in the tutorial on complex rigging constraints (in French).

    Saving time with Rigify

    Building a complete character rig by hand, with FK/IK switching, spine controls and fingers, takes days. Rigify, an add-on documented in the Blender manual and enabled in Preferences, under Add-ons, does it in three steps:

    1. Add a meta-rig with Shift+A, Armature: Basic Human, Human, Cat, Wolf, Horse or Shark.
    2. Adjust the bones of the meta-rig to the character's proportions, in Edit Mode or in Pose Mode.
    3. Generate the rig with the Generate Rig button, at the bottom of the Armature tab, in Object Mode. The mesh is then bound to the generated rig with Ctrl+P and automatic weights.

    Keep the meta-rig: if something needs fixing, you edit it and generate again, and Rigify replaces the rig while keeping the modifiers and constraints. For a ready-made animation rather than a rig, the Mixamo library automatically rigs and animates a humanoid character: see the Mixamo glossary entry (in French).

    Common mistakes

    • The object's scale has not been applied. A character scaled up in Object Mode deforms badly: apply the scale with Ctrl+A before binding the mesh.
    • Badly oriented bones. A bone that rotates around its own axis (roll) differently from its neighbour gives unpredictable rotations; recalculate the roll in Edit Mode.
    • Automatic weights fail on a mesh made of parts that intersect or are not closed: clean up the mesh, or paint the weights by hand.
    • The mesh does not follow the armature because it has no Armature modifier, or its vertex groups do not carry exactly the names of the bones.

    To go further, the tutorial on rigging non-humanoid creatures (in French) covers quadrupeds and appendages, and the Blender animation guide (in French) moves on to setting keyframes.

    Frequently asked questions

    What is rigging in 3D?

    It is preparing a model for animation: you give it a skeleton (an armature made of bones), link each part of the mesh to the bones that should deform it, then add convenient controls for the animator, such as inverse kinematics.

    How do you bind a character to its skeleton in Blender?

    Select the mesh, then the armature last, press Ctrl+P and choose Armature Deform, With Automatic Weights. Blender calculates the influence of each bone on the vertices based on their distance. Then correct the areas that deform badly in Weight Paint mode.

    Is Rigify included in Blender?

    Rigify is an add-on documented in the Blender manual, to be enabled in Preferences, under Add-ons. It adds starting skeletons (meta-rigs) for a human, a cat, a wolf, a horse or a shark, then generates a complete animation rig with the Generate Rig button.

    What is the difference between FK and IK?

    With FK (forward kinematics), you rotate each bone one after the other, from the shoulder to the hand. With IK (inverse kinematics), you place the hand and Blender calculates the rotation of the bones in the chain. IK is handy for planting a foot on the ground or a hand on an object; FK gives more natural arcs for a swinging arm.

    Rendering the animation on TURNA

    When a scene is already well optimised and the frame count is what takes the time, the remaining lever is rendering several frames at once. TURNA does this for Blender: an add-on (Blender 4.0 to 5.2, Cycles and Eevee) sends the scene in one click, and the frames are split across 1, 2, 4 or 8 GPUs in parallel, RTX 5090 first and RTX 4090 when none is free. The add-on shows the estimated cost before anything starts. Prices start at €2.90 per hour, billed on the time actually used, with a 30-second minimum, and new accounts get €25 of free credit. A single still image is still rendered by one machine, so the gain is on animations. Tiers and worked examples are on the Blender render farm page.

    Once the character is animated, the render time calculator estimates how long the animation will take to render from the time of one frame.