I've been working on a low-poly Mandalorian character model in Blender, and I'm currently setting up an armature. However, I don't know how to connect the armature to the model so I can move parts around, nor do I know how to use weight paint to make sure parts don't get dragged. What do I do? Also, I need to know how you mirror the armature in a way where you can move bones from either side without moving the parallel part.

Here is Imphenzia's tutorial, at the part I'm stuck on... https://youtu.be/szIvkd1NBz4?t=875

And here's the file I'm working on...

Update: Here's where I am for Weight Paint... enter image description here

  • 1
    $\begingroup$ Probably best to watch Imphenzia's tutorial on Rigging low poly characters first if you've not done any rigging before! $\endgroup$
    – John Eason
    Nov 2, 2021 at 22:31

1 Answer 1


Since you have named the bones correctly with a .L-suffix you can create the bones on the right side with the Symmetrize command. Select the Armature object, switch to Edit mode, select the bones and choose Armature > Symmetrize to create the missing bones.

symmetrize the rig

Then you just need to parent the Armature with the Cube mesh (your model). Make sure the Armature object is the active object (selected last). Press Ctrl+P, and choose With Automatic Weights.

parent mesh and armature

Finally, switch to Pose mode and rotate the bones. Or grab the heels to lift the legs and test the IK constraints.

The cloak needs extra bones or manual weight painting else it moves with the legs.


After a closer look at your updated file, it looks like there are a few more issues. The weights are fine. Your mesh looks black in Weight Paint mode and "invisible" grey when you edit other objects because it has 6(!) Mirror modifiers on it. Besides this, there are a few other things you should fix:

  • remove the Mirror modifier, just keep one.
  • apply the Scale to the armature and the mesh (Ctrl+A) in Object mode
  • remove 37 duplicated vertices of the mesh (M > Merge By Distance in Edit mode)
  • the armature has mirrored bones for the spline and head because you gave these bones accidentally a .L (or .R) suffix. Give the suffix only bones that you want to mirror such as the shoulder, pelvis, arms & legs bones.
  • the root and the control bones (IK leg controller and poles) have the deform option enabled. Enable this option only for bones that actually deform the mesh (see bottom right on the screenshot below).
  • the bone rolls might be not consistent. If you rotate the arm and hand bones in T-pose the arm bends horizontally but the hand turns vertically (Yoga pose).
  • for the cloak, you need to add three extra bones as you see in the video.
  • todo: IK controller for the hands

If you fixed these issues then the parent operation With Automatic Weights works fine and you don't need to paint the weights manually.

screenshot 3

Blend file with the fixes

  • $\begingroup$ Now I need to know where I should apply weight paint, and how much? $\endgroup$ Nov 10, 2021 at 12:50
  • $\begingroup$ I'm trying to look for weight paint, but I can't find it. $\endgroup$ Nov 10, 2021 at 12:54
  • $\begingroup$ The Ctrl+P With Automatic Weights operation does the weight paint for you. If you want to check the result go to Weight Paint mode (Ctrl+Tab, 7). In the Object Data Properties (the green "triangle" icon on the right side of the screen) you will find the Vertex Group. Scroll through the list and you will see the weights for each bone. Each bone has its group. Alternatively, you can see the weight numbers in edit mode and with overlay visualize them: docs.blender.org/manual/en/latest/modeling/meshes/properties/… $\endgroup$
    – Blunder
    Nov 10, 2021 at 13:20
  • $\begingroup$ I don't see a green triangle icon nor any Vertex Group information. $\endgroup$ Nov 16, 2021 at 19:41
  • $\begingroup$ I'm on Weight Paint now. I now need to know where I should paint. $\endgroup$ Nov 16, 2021 at 20:13

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