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I'm building a robot, and am using a mirror modifier on all the individual parts (all parts are individual "hard-surface" objects connected via joints).

I now want to add an armature without applying the mirror modifiers.

I know that I can create vertex groups, (named the same as the bones) with .L and .R and then add an Armature modifier, but this gets very tedious since I have lots of small individual parts, and I need to make sure all vertices are in the correct group every time I make a change.

What is the recommended approach here?

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  • $\begingroup$ You can parent With Empty Groups, it will create as many vertex groups as you have bones but it won't affect any vertex to any group, you'll do it manually: Select the vertices, go into the Object Data panel > Vertex Groups, in the list select the vertex group the vertices are supposed to be part of, and click on the Assign button under the list $\endgroup$
    – moonboots
    Commented Jun 27, 2022 at 8:52
  • $\begingroup$ @moonboots maybe I'm not understanding what you're saying, but that means that I still have to assign all vertices to a vertex group right? So every time I have a new object I need to assign it again? $\endgroup$
    – enyo
    Commented Jun 27, 2022 at 9:03
  • $\begingroup$ if the parts of your robot are different objects, and not diffent meshes within the same object, then you can select the object, shift select the armature, switch it to Pose mode, select the bone you want, and Ctrl P (Parent) > Bone. In that case no need for vertex groups, and no Armature modifier. This is the alternative for objects like robots, machines, etc $\endgroup$
    – moonboots
    Commented Jun 27, 2022 at 9:08
  • $\begingroup$ @moonboots that's what I had initially, but that doesn't work with the mirror modifier, does it? $\endgroup$
    – enyo
    Commented Jun 27, 2022 at 9:15
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    $\begingroup$ In the first option it's much more convenient to join all the objects into one object, and assign each mesh to the good vertex group. To select a mesh press L. The second option is a simple parentage of separate objects to bones $\endgroup$
    – moonboots
    Commented Jun 27, 2022 at 9:29

1 Answer 1

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There are 2 rigging options for objects like robots, machines, manufactured objects, etc:

Either you merge all the objects into one and parent with the With Empty Groups option (and later assign the vertices to the vertex groups they are supposed to be part of), or you keep the objects separated and you simply parent to each bones.

In the second case, you'll need to apply the Mirror modifier and separate the objects (P (Separate) > Selection). Then select an object, shift select the armature, switch it to Pose mode, select the bone, and CtrlP (Set Parent to) > Bone.

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