The control points act like hinges between the various bones in the armature. These are also the connection points between different armatures. On the armature there are balls at the top and bottom which control the size of the bone.This allows you to see the armature through the mesh. Under the armature panel in the buttons menu turn on x-ray.Select the armature and switch into edit mode.In top perspective add an armature shift=>add=>armature.Open Blender delete the default cube and add a UV sphere.
This is a beginner rig which shows how a rigging can make animation easier Hence many engineering models and physical models use rigs. Rigs are useful in any situation where the mesh itself will be animated. There are however uses for rigs other than for animating animals. This requires a thorough examination of what is necessary for the animation. Indeed when making a rig it is good practice to minimize complexity. Human rigs vary in complexity which is proportional to the complexity of the movements required by the animator.
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Hence one of the most common reasons to learn how to rig models is so that a person can animate a human skeleton. The original purpose of rigs was to allow animators to model animal movements in a more efficient manner.
Having this capability means that a good rig can be animated using only the target bones to produce movements that without a rig would be highly complex and time consuming. Inverse Kinematic target bones guide the bones around them by causing the bones following them to produce the opposite transformations the animator applies to them. To accomplish this functionality rigs have a highly complex system of hierarchical relationships. Thus rigs are essential constraints to the types of movements different parts of a model can perform. What a rig does is define the way the various parts of a model will move in relation to the other parts of a model. It has its basis in hierarchical relationships between different movements in a human skeleton. Rigging is the process of creating guides for movement in 3D objects.