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How do you parent armature to model in Blender?

Published in Blender Rigging 4 mins read

To parent an armature to a model in Blender, typically for character animation and deformation, you use the Armature Deform parenting option. This process links your mesh object(s) to the armature, allowing the bones to control the shape and movement of the mesh.

Understanding Armature Deform Parenting

When you "parent" an armature to a model using the Armature Deform method, you establish a relationship where the mesh object becomes a "child" of the armature. Moving or rotating the bones of the armature will then deform the mesh based on how the mesh vertices are "weighted" to those bones. This is the standard workflow for rigging characters and organic models in Blender.

The key idea is that the mesh object(s) will be deformed by the armature's movement. Blender offers different ways the deformation can be calculated, such as Automatic Weights, Envelope Weights, or by creating Weight Maps manually.

Step-by-Step Guide to Armature Deform Parenting

Follow these steps to parent your model (or multiple models) to an armature for deformation using the method described:

  1. Select the Child Object(s): First, select the mesh object(s) that you want the armature to deform. If you have multiple mesh parts (like a character body and clothing), select all of them. Ensure these are in Object Mode.

  2. Select the Armature: Last, Shift-click to select the armature object itself. The armature should be the active object (highlighted in a different color, typically lighter yellow).

  3. Open the Parenting Menu: Press Ctrl + P on your keyboard. This will bring up the "Set Parent To" pop-up menu.

  4. Choose Armature Deform: From the options presented in the pop-up menu, select Armature Deform.

    • Choosing Armature Deform tells Blender that the selected mesh objects should be deformed by the selected armature.
    • After selecting Armature Deform, Blender will present additional options on how the deformation weights should be assigned (e.g., With Automatic Weights, With Envelope Weights, Empty Groups).

Common Armature Deform Options

After selecting "Armature Deform" in the Ctrl+P menu, you'll see options like:

  • With Automatic Weights: Blender attempts to automatically calculate how much each bone should influence different parts of the mesh based on their proximity. This is often a good starting point.
  • With Envelope Weights: Uses bone envelopes to determine vertex influence. Less common than Automatic Weights for organic models.
  • Empty Groups: Creates vertex groups for each bone but assigns no weights. You must then manually paint the weights yourself. This gives maximum control.

Choosing "With Automatic Weights" is the most frequent choice for quickly setting up basic deformation.

What Happens After Parenting?

Once parented with Armature Deform:

  • The mesh object(s) will get an Armature Modifier applied.
  • Vertex groups will be created on the mesh object(s) corresponding to the bones in the armature. These groups store the weight information (how much each vertex is influenced by each bone).
  • The armature will become the parent of the mesh object(s) in the Outliner, indicated by a dashed line.

You can now pose the armature in Pose Mode, and the mesh object(s) will deform accordingly. You will likely need to enter Weight Paint mode to refine the vertex weights for better deformation results.

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