Mine imator character rig

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X is for horizontal-side scaling, Y is for vertical scaling and Z is for horizontal-back scaling. Now what you’ll see is a scaling system that has an X, Y and Z. Turn on advanced scaling by deselecting this: Select on the “none” and it will open a dropdown menu that has all the items in the timeline (and in this case, the human). After we select the cube by clicking on it, there is a properties tab in the far right which says “Parent:” and it says none. You then parent it, a term used for aligning an object to another object, to any part of the human’s body. But all the buttons are in the same place as normal. Also, don’t mind my interface being colored strangely, it’s because I customized it. Then you open the workbench yet again, and select an item called a “cube”. There is a few buttons after you press it, then just choose the one that looks like a player. The first thing you want to do is get out a human character from the workbench/crafting table logo at the top-left corner.

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Not some lame facial Steve rigs, but a human with armor or some kind. So the first thing we want to make is a human rig. Of course, rigging in Mine-imator is VERY different from other 3D modeling programs because there is no advanced rigging with a rigging tool we call “bones”, and some of you may know that. Lots of people in a certain group I’m in asked for this, so here it is! Tutorial on how to rig with Mine-imator.

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