Rig the mesh.

Select a triangle of the mesh for a starting point of the Rig.

Create a new Pivot to control the puppet.

Create another Pivot and a link with the Starting Point and select triangles that will be affected.

Blue is the actual affectation, selecting faces is drawn in yellow, both green.

Pivots are the control point of the transformations of the Rigged mesh, it must be placed efficiently.

There are some keyboard shortcuts in order to select faces correctly.

At this point, the structure of the puppet or the bones must be suitable to all possible movements of the Rigged.

Some faces selections are not so easy to parametrize.

Same procedure, Pivot from selected faces.

And affectation.

And affectation of sub-bones.




Some functions enables full linked bones creation, if the mesh and the transformation are suitable.


Some control point, or Pivot, needs to be placed with precise translation.



Artefacts and holes in region between to control points can be corrected with "Smooth Attribution".

The mesh can be animated.

Lighting, specular effects and type of normalisation can be parametrized with key « SPACE » upon the mesh.

Original mesh from "Sketchfab" on a new Pose !