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So I made this: enter image description here

Every object is seperate objects (each leg, the main body, the neck, the torso, the head...) and I was wondering if it would be better to rig or to move each piece or something else?

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    $\begingroup$ Copy rotation constraint and a bone $\endgroup$
    – J Sargent
    Commented Feb 3, 2015 at 19:58
  • $\begingroup$ @NoviceInDisguise I'm kinda new to animating, can you expand? $\endgroup$ Commented Feb 3, 2015 at 19:58
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    $\begingroup$ I would just parent the mesh to bones. see this post. $\endgroup$
    – ruckus
    Commented Feb 3, 2015 at 20:00
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    $\begingroup$ No prob. anything for a fellow chicken. $\endgroup$
    – ruckus
    Commented Feb 3, 2015 at 21:17

2 Answers 2

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You could also use IK-Constraints to control the legs.

Add a plane as Targets for each leg so the legs can be moved around with them. To control the rotation, empties are used as Pole Targets

The Legs are parented to the body.

enter image description here

enter image description here

Demo .blend

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  • $\begingroup$ This is brilliant, but what about the turret, like the OP asked? $\endgroup$
    – J Sargent
    Commented Feb 5, 2015 at 15:44
  • $\begingroup$ @NoviceInDisguise The turret could be another object parented to the 'body', when only rotaion is needed it would not even require another bone. Just keyfamed as is. Perhaps keyframe the intensity of the red 'eye'. $\endgroup$
    – stacker
    Commented Feb 5, 2015 at 16:46
  • $\begingroup$ That makes sense $\endgroup$
    – J Sargent
    Commented Feb 5, 2015 at 16:53
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There are several ways you can do this, but here is how I would do it.


First, add an empty:

Add empty

Now parent all of the objects to it by selecting them, and then selecting the empty and pressing Ctrl/kbd>+P > Object.

Parent to Object

Now when you move the empty, you should see that your robot follows it. Also there will be lines from the origin of each object to the Empty.


Now make an armature for each object on your robot:

Armatures

Now you can select the mesh and add a Copy Rotation constraint:

Copy Rotation constraint

And finally select the armature you want to use:

Select armature


Now when you move the empty, your robot moves, and when you rotate the armature, the object copies that rotation.

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