How to rig a cube so that the corners of the cube can twist and bend?

It will hopefully have a face too.

  • $\begingroup$ @Amir You are adding tags which relate to a possible answer as opposed to the question. Rigging in this context does not solely mean 'armatures and bones' (even if the only answer at the minute does relate to armatures and bones). $\endgroup$ – Ray Mairlot Oct 17 '18 at 15:58
  • $\begingroup$ @RayMairlot Why do you view this as wrong? I think the tags are somewhat relavant, are they not? $\endgroup$ – Martynas Žiemys Oct 17 '18 at 18:24
  • $\begingroup$ @MartinZ These tags are unnecessarily restrictive. 'Rigging' could be done with curves, shapekeys, lattices, hooks and any number of other modifiers. Looking at the tags now, people may think that only answers related to bones and armatures are wanted, despite the original author never specifiying this. $\endgroup$ – Ray Mairlot Oct 18 '18 at 15:45

Ok, Here are the simple steps.

Create a Simple Cube and Subdivide it twice. (A> Select all, W> Subdivide) enter image description here

Scale it 2 times (S2) and Add a Single Bone (ShiftA> Armature > Single Bone). Rename it to Root in (3D view > Properties region (N)> Item). enter image description here In edit Mode add 8 child bones (ShiftA) to root with tips facing the corners of the cube. Turn on snapping (hold Ctrl) to precisely move them to corners. Create one bone first, snap and place at a corner, then simply duplicate (ShiftD) and rotate (R). Don't forget to select rootbone as parent before duplicating. enter image description here In object mode, parent your cube object to the armature (CtrlP). You are ready to animate. All corners work. Add more subdivisions for fine movement. enter image description here

  • $\begingroup$ What do you mean by select rootbone as parent? I am not sure how you are doing this. Please tell me $\endgroup$ – Joshua Slink Nov 29 '13 at 16:18
  • $\begingroup$ When in edit armature/bone mode, Look into the properties. you'll see a bone Icon. In that tab , look for relations >> Parent. In this drop down, you can select a bone as parent. usually , its the first bone (it becomes parent automatically, if we extrude the 2nd bones from first. but in my example i duplicated the bones, and then parent them to the first Bone. $\endgroup$ – Ali Jibran Nov 29 '13 at 18:26
  • $\begingroup$ Thanks. Which bone will I be duplicating? Because when I do it it is not connected..... $\endgroup$ – Joshua Slink Nov 29 '13 at 20:00
  • $\begingroup$ actually, i made a single bone. Then duplicate it. pointed its tip to one corner. Parented it to the first one (i named it root). then it was simply a matter of duplicating and rotating the new bones to match corners. My bones are disconnected childs. $\endgroup$ – Ali Jibran Nov 30 '13 at 9:38

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