Rigging
Drawables can be rigged using either vertex groups (skinning) or Child Of constraints. The top-level Drawable object must be an armature.
Skinning
Skinning Drawables works the same way you would normally do it in Blender. Simply create vertex groups where each group's name corresponds to a bone in the armature. Then, add an armature modifier and specify the Drawable as the armature object.

Linking bones to Drawable Models
Many Drawables aren't rigged using weighted vertex groups. You can instead link an entire Drawable Model to a bone by using a Copy Transforms constraint.

Use the "Add Bone Constraint" operator with the Drawable Model Selected to add a Copy Transforms constraint with the properties setup for correct previewing.

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