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Armature Modifier in Blender

The Armature Modifier is what actually connects a 3D mesh (your model) to an Armature (skeleton) so that the bones can deform the mesh during animation.

Without this modifier, the armature won’t affect the mesh—it would just be a skeleton floating nearby.

🔑 How It Works

You create an Armature (skeleton).

You create a Mesh (character or object).

You add an Armature Modifier to the mesh.

In the modifier, you assign which armature should control it.

The mesh deforms according to the armature’s bones + weight painting.

🔹 Main Options in the Armature Modifier

Object → The armature that controls the mesh.

Vertex Groups → Uses weight painting to decide which parts of the mesh each bone influences.

Preserve Volume → Helps maintain volume when bending (e.g., elbows don’t collapse too much).

Multi Modifier → Lets multiple armatures influence the same mesh.

🔹 Example

You model a character.

You create an armature with bones (spine, arms, legs).

You add an Armature Modifier to the character mesh.

Now when you rotate a bone in Pose Mode, the mesh bends along with it.

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Learning
Transcript
00:00As explained before, the armature tends to be used as a modifier on an object to deform
00:09it.
00:10So I will just create a simple column with multiple loop cuts so that we have something
00:17to deform.
00:18I can then add my armature by pressing Shift A add armature bone and instead of extruding
00:26this time I will scale the bone so that it is high as the column and as in edit mode
00:32for a mesh, I will subdivide it by selecting it, right clicking and press subdivide.
00:38Then when I open the panel, I can add multiple cuts or I can extrude it as usual by selecting
00:46the top part, pressing E, Z to extrude it on the Z axis, plus one to extrude it by one
00:55blender unit and press Shift R to repeat the function.
01:01This will create a chain of bones that are parenting one with each other as we can see
01:07in pose mode here.
01:08So I can select everything and press Alt R to reset the rotation in pose mode.
01:15Setting the armature as a modifier works as for a curve.
01:18I select first the object, then the armature and I press Ctrl P.
01:25This will open a parenting panel with some option.
01:29I can parent as if it was a regular object, but I have also this armature deform option
01:36that appear.
01:38It will basically parent the object to the armature and add an armature modifier to the
01:44object targeting our newly created armature.
01:49And then those three options allow me to create vertex group that will influence the deformation
01:56following different options.
01:59It will create empty groups that we will have to set manually or it can create automatic group
02:05based on the envelope of the bone that we will see later on.
02:11Or automatically blender will evaluate the distance between the bone and the mesh and also how
02:18it should be deformed.
02:20And generally we get pretty good results with this.
02:23So we'll choose this option.
02:25If I now get into pose mode by pressing Ctrl Tab and I move those bones, you can see our
02:32mesh deforming based on the influence of each bone.
02:36If we now check our column object and go to its modifier panel, we can see that we have
02:43an armature modifier that was automatically created and that is using the armature object.
02:50The preserve volume option is very interesting because it will help your model to deform properly.
02:58Since it's a blender option, you should use it only if you are using the rig inside of blender.
03:05If you want to export then the rig for a game or another software, it might not work properly.
03:11I won't be using this option during the course, but you can use it on your own character.
03:17Regarding the other option, we have the bind to vertex group, which is the classical way
03:23that we'll see in the next video.
03:26While I understand what is the bone envelope, as we can increase or decrease it and we'll
03:31see this later on, I don't really see a difference or I don't understand the behavior of this option.
03:39And even when I read the wiki documentation of blender, I don't get it.
03:45Regarding the multi-modifier, it allows you to add multiple armature on a single object, which
03:53can be useful in certain cases, like having a body rig and a complex face rig separated.
04:02And then the vertex group on the left allows you to isolate the armature influence.
04:08For example, if you want the armature that is a full skeleton not to deform the legs, you
04:17can just create a vertex group for the leg that will allow you to disable the deformation
04:24of the armature from those legs.
04:26And you will see all those vertex group stuff in the next video.
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