Uploaded April 2025 | Updated September 2026, 1 week ago
*Download Widgets File*
academy.cgdive.com/courses/blender-rigging-isnt-scary-beginner-intermediate/4/lessons/1
*Full Playlist*
Find all currently released chapters of the course in the official Playlist:
youtube.com/playlist?list=PLdcL5aF8ZcJsSWrFwmLsQvCIKisuyyMnU
Welcome to the *"Rigging isn't Scary" Course - Level 3*.
This is free blender rigging tutorial.
In this video we'll organize the rig since it's getting fairly complex.
Do NOT skip this step! :)
It also includes a special technique that makes our rig not only easier to understand but also easier to weight paint, and easier to export to game engines.
*Script mentioned in the video (Use at your own risk! May not work! Batteries not included!)*
#----START: DO NOT COPY THIS LINE---
import bpy
#if your rig is not called "Armature" change the rig_name
rig_name = 'Armature'
#a variable that will store the names of all selected bones
sel_bones = []
#get the bones data of the rig
#IMPORTANT: in Blender 4.0~4.5 replace "pose" with "data" in the line below
bones = bpy.data.objects[rig_name].pose.bones
#store the names of all selected bones into sel_bones
for bone in bones:
if bone.select == True:
sel_bones.append(bone.name)
#get the pose bones data of the rig (necessary for setting the constraints below)
pose_bones = bpy.data.objects[rig_name].pose.bones
#set the COPY_TRANSFORMS constraint on all selected bones
for bone_name in sel_bones:
current_bone = pose_bones[bone_name]
constraint = current_bone.constraints.new('COPY_TRANSFORMS')
constraint.target = bpy.data.objects[rig_name]
#the subtarget (Bone field) is set to the name of the bone itself
#but exluding the first 4 letters. This way we remove the "DEF-" prefix
constraint.subtarget = current_bone.name[4:]
#----END: DO NOT COPY THIS LINE---
0:00 Intro
1:19 Identify Deform Bones
4:54 Check Bone Names
5:47 Duplicate Deform Bones
8:52 Set Copy Transforms
14:10 Benefits
16:30 DEF Bones Hierarchy Explained
18:10 Parenting the DEF Bones
21:56 Parenting Test
23:40 Major Bone Types
24:21 DEF Names Check
25:08 Separate Controls and MCH
28:59 "Connective" Bones Check
31:38 MCH Bone Names
32:59 Controls Collections
37:10 Controls Sub-Collections
38:27 MCH Sub-Collections
42:21 Append Widgets
44:38 Bone Shape Orientations
49:10 Override Transform
50:55 Bone Shapes (Continued)
58:02 Selected & Acticve Bone Colors
1:01:38 DEF VS Controls
-
*Download Widgets File*
academy.cgdive.com/courses/blender-rigging-isnt-scary-beginner-intermediate/4/lessons/1
*Full Playlist*
Find all currently released chapters of the course in the official Playlist:
youtube.com/playlist?list=PLdcL5aF8ZcJsSWrFwmLsQvCIKisuyyMnU
Welcome to the *"Rigging isn't Scary" Course - Level 3*.
This is free blender rigging tutorial.
In this video we'll organize the rig since it's getting fairly complex.
Do NOT skip this step! :)
It also includes a special technique that makes our rig not only easier to understand but also easier to weight paint, and easier to export to game engines.
*Script mentioned in the video (Use at your own risk! May not work! Batteries not included!)*
#----START: DO NOT COPY THIS LINE---
import bpy
#if your rig is not called "Armature" change the rig_name
rig_name = 'Armature'
#a variable that will store the names of all selected bones
sel_bones = []
#get the bones data of the rig
#IMPORTANT: in Blender 4.0~4.5 replace "pose" with "data" in the line below
bones = bpy.data.objects[rig_name].pose.bones
#store the names of all selected bones into sel_bones
for bone in bones:
if bone.select == True:
sel_bones.append(bone.name)
#get the pose bones data of the rig (necessary for setting the constraints below)
pose_bones = bpy.data.objects[rig_name].pose.bones
#set the COPY_TRANSFORMS constraint on all selected bones
for bone_name in sel_bones:
current_bone = pose_bones[bone_name]
constraint = current_bone.constraints.new('COPY_TRANSFORMS')
constraint.target = bpy.data.objects[rig_name]
#the subtarget (Bone field) is set to the name of the bone itself
#but exluding the first 4 letters. This way we remove the "DEF-" prefix
constraint.subtarget = current_bone.name[4:]
#----END: DO NOT COPY THIS LINE---
0:00 Intro
1:19 Identify Deform Bones
4:54 Check Bone Names
5:47 Duplicate Deform Bones
8:52 Set Copy Transforms
14:10 Benefits
16:30 DEF Bones Hierarchy Explained
18:10 Parenting the DEF Bones
21:56 Parenting Test
23:40 Major Bone Types
24:21 DEF Names Check
25:08 Separate Controls and MCH
28:59 "Connective" Bones Check
31:38 MCH Bone Names
32:59 Controls Collections
37:10 Controls Sub-Collections
38:27 MCH Sub-Collections
42:21 Append Widgets
44:38 Bone Shape Orientations
49:10 Override Transform
50:55 Bone Shapes (Continued)
58:02 Selected & Acticve Bone Colors
1:01:38 DEF VS Controls
-


![[Blender 4.0 RIGIFY] Ch 2: Rigging Basics
*Watch the full Rigify in Blender 4 Playlist*
Https://www.youtube.com/playlist?list=PLdcL5aF8ZcJuG3kKcVgQQz36E3JXzijEH
*Get free models to follow along with the videos*
https://academy.cgdive.com/courses/rigify-basics/1/lessons/1
*VIDEO DESCRIPTION*
This is Chapter 2 in the new and updated *Rigify Fundamentals* series for Blender 4.0 and beyond.
In this part we will learn the basics of Manual Rigging (no Rigify yet!). I understand that you may be eager to dive into the exciting world of auto-rigging. But if you are new to rigging, do not skip this video!
A certain amount of basic rigging knowledge is absolutely necessary even when working with Rigify. Knowing how to move bones around, parent them etc., is simply not optional.
But thats not all. The less you know about Rigging in general the more likely it is to fall into one of the many technical and UX pitfalls.
I did my best to provide a solid rigging foundation with this video. Additional tips and tricks will be shared as we progress in the series.
*RELATED LINKS*
Video about Bone heat weighting failed:
https://www.youtube.com/watch?v=FuiY0wtxdHQ
*VIDEO CHAPTERS*
0:00 Intro
0:24 Why learn Manual Rigging
0:53 Downloads & Early Access
1:22 Parenting Basics
2:29 Blender Armatures 101
6:39 Basic Rigging Practice
8:22 Bone Names
9:08 Creating the Leg
10:52 Creating the Shoulder & Arm
13:17 Parenting the body parts
14:02 Symmetrize
14:49 Automatic Weights
16:38 Inverse Kinematics (IK)
21:18 Deforming VS Non-Deforming Bones
23:15 Bone Collections
24:50 Custom Shapes
27:35 IK Pole Target
29:43 Simplified Leg Controls
31:10 Root Bone
34:25 Bone Colors
35:40 Congratulations!
(Ignore the weird word below, it doesnt mean anything:) )
Rigify4daburadmafbgfnb [Blender 4.0 RIGIFY] Ch 2: Rigging Basics](https://i.ytimg.com/vi/eoird3MVCNw/mqdefault.jpg)







