[i]Rigging[/i] is the process of associating vertex data with [link=armature]armature[/link] data to prepare a model for pose editing. To rig a model, its [link=vertex_format]vertex format[/link] must include a 4-component Bone Index attribute and a 4-component Bone Weight attribute. If not present, these can be added manually, or by using the [nobr]Update Vertex Format[/nobr] button in the [link=properties_armature]Armature[/link] section of the [link=properties_panel]properties panel[/link]. When an armature is posed, each bone's relative transformation is applied to all vertices associated with that bone. Each vertex can be associated with up to 4 bones, and each bone association can be weighted, allowing vertices to blend between bone transformations. The [link=inspector_face_corner]Face Corner[/link] section of the [link=inspector_panel]inspector panel[/link] can be used to edit vertices' bone associations and weights. General workflow of rigging: [list-] [*]In [link=select_mode_bone]bone[/link] select mode, select a bone near a set of vertices to be associated with it. [*]In [link=select_mode_vertex]vertex[/link] or [link=select_mode_face]face[/link] select mode, select the set of vertices or faces that would logically be associated with that bone. [*]Use the topmost bone assignment button ([img=button_assign_bone_up]) in the Face Corner inspector to assign all selected vertices to the selected bone. [*]For vertices at the transition point between two bones (such as an elbow or a knee), use the second bone assignment button to associate the vertices with both of the two adjacent bones. Set the first and second bone weights of these vertices to 0.5, so that each of the two bones has an equal amount of influence over these vertices when posed. [*]Repeat the above steps until all vertices in the model have been assigned to at least one bone. [*]On the [link=screen_pose_editor]Pose Editor[/link] screen, try moving each bone to test how it deforms its associated vertices and gauge the available range of motion. If some vertices move in an undesirable way, return to the [link=screen_mesh_editor]Mesh Editor[/link] screen to adjust bone indexes or weights. [/list] While adjusting bone weights, you can enable [link=display_with_pose]Display With Pose[/link] to instantly see the results of the adjustment with the current pose.