Pantin Rig
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As of June 2011 the 'Pantin rig is not fully compatible with the latest version of Blender so you should not use this rig until an updated version of Pantin is available.

A rig is a body attached to a skeleton or 'armature', ready to be set into different poses in an animation. We won’t have time to make a very sophisticated character because it is difficult to attach the ‘flesh’ to the bones such that the character behaves realistically set in different poses. Also, we do not know enough about setting up 'constraints' to help control the character. Therefore we will take a look at a ready-made rig called 'Pantin'.

'Pantin' is an example of a ready-made, human-like rig. To see more examples (explained in less detail) follow the 'Other Rigs' link above.

Pantin is a simple rig (animatable character) available for free download on the internet. Click HERE to download and save (not open) a Blender file with a simplified version of the Pantin rig. This file has been modified for beginners by some of the controls (bones) being hidden. See this video for a demo of the unsimplified version - some of the controls shown in the video are not visible in the simplified version. Note that Pantin's controls are in fact bones but in this text I will refer to them simply as controls. All the body parts have been made unselectable using the Outline panel.

To adjust Pantin's pose you should be in Pose mode and the properties panel should be visible at the right side of the 3D window – if it is not visible then point at the 3D window and press N.

In this Blender file the body parts are in layer 1, the controls (bones) are in layer 11 and the light and camera are in layer 10. Therefore when you are posing Pantin layers 1 and 11 need be visible and but you do not need to have layer 10 visible. However, when you are ready to render an image or animation of Pantin layers 1 and 10 should be visible (it does not matter whether layer 10 is visible or not since bones do not render). If you do a render without any visible lights then you don't get blackness but you do get a very bland, boring lighting effect. To make several layers visible at the same time hold down the Shift key as you click on layers. You can unselect a selected layer without unselecting other selected layers by clicking it with the Shift key held down. The following image shows layers 1 (top left) and 11 (bottom left) selected for animation but layer 10 (top right) is not selected and therefore not visible: . Layer 20 also contains some items (as indicated by the presence of a dot in that layer) but we do not need to see or work with these items so just leave that layer unselected and hidden.

The 'visibility' part of the properties panel allows you to hide or show different parts of Pantin's body. If you want to focus on what part of the body you may want to temporarily hide other parts.

Pantin's hands and feet are each controlled by a pair of controls. The red one is called an 'IK' (inverse kinematics) control and the blue one is called an 'FK' (forward kinematics) control. You can choose to control a hand or foot with its IK control OR its FK control – you do not need to use both (it is actually possible to use both at once but we will avoid this for simplicity). I recommend you use the FK control (blue) for the hands and the IK control (red) for the feet. The reason for this is that IK bones (the feet) will not move when other bones are moved (therefore a foot bone on the floor will stay on the floor) while a FK bone (the hand) WILL move as the body moves (an IK hand would not follow the motion of the body, which would usually look strange). To accept my suggestion, hide the controls you will not be using by making this selection:

Note that in this selection we also hide (unselect) all the face controls ('Main' and 'Extra') since this is not a priority for us as beginners.

 

It is not enough to hide the IK and FK controls that we will not use, we also need to let Blender know that each hand is to be FK and each foot is to be IK. To do this select a foot control and set the Rig Property IK slider to its maximum value of 1 as shown:  . Repeat for the other foot control. Then select a hand control and set the slider to its minimum value, 0, thereby turning off the IK functionality and making it into FK instead. Repeat for the other hand control.

Pantin should now look something like this (I pressed 'A' to select all the controls so that they are in brighter colours and easier to see):

 

Notice the blue loops around his hands and the red loops under his feet – these are the FK hand controls and IK foot controls that I just mentioned.

To adjust a control (and its corresponding body part) you can either select it and then use the keyboard characters G (translate), R (Rotate) and perhaps S (Scale) or you can use the 3D manipulator . If you are using the keyboard characters you will often want to follow them with letters X, Y or Z so that your changes remain under control. For example, GX will ensure that the translation happens in the X direction. If you are using the keyboard characters then don't forget to press the left mouse button to confirm the transformation (or the right mouse button to cancel). If you are using the manipulator you don't need to confirm. Using standard views (e.g. front or top) can also help you keep things under control. When you are doing a rotation with either keyboard R or the manipulator notice the broken black line that appears - move the mouse pointer around the end of that broken black line to control the rotation. Many of Pantin's joints have restricted motions so they may rotate in some directions but not others, for example, or you may find that you unable to use the scale manipulator. Important: we have normally worked with the 'transform orientation' set to 'global' but to pose a character it is better to set this to 'normal' as shown here: . Don't forget to set this back to 'global' for work other than posing.

By default, Pantin's arms and legs can be stretched if you wish. You can turn off this option in the properties panel if you feel it is unrealistic but it can be helpful to allow stretch e.g. so that you can more easily place Pantin's feet in contact with the ground.

Now it's time to experiment with the available controls to get a feel for them. Note that you can see the name of any selected control in the Item section of the properties panel. Start with these controls:

bulletThe Base control (the large circle under Pantin's feet) is used to move Pantin around. I recommend you use the 3D translation manipulator  for this so you can make sure the base stays on the ground.
bulletThe Body control (the star-shaped control around his hips) is very important – be sure to try rotating it as well as translating it.
bulletHands and feet
bulletNeck Use the 3D rotation manipulator to adjust the neck control, making sure the transform orientation is set to 'normal' as previously mentioned. Normally the neck (and head) does NOT rotate with the shoulders. If you want the neck to rotate with the shoulders then turn on the Inherit Rot option in the properties panel of the neck control.
bulletEyes (the green 'spectacles'). Move the outer frame to control the direction that Pantin will look in. Normally the 'spectacles' have a fixed position relative to the base control under Pantin's feet. If you want the spectacles to have a fixed position relative to Pantin' head then turn on the 'locked' option in the properties panel of the spectacle frame (DIR_eyes). Move the left and right circles to control his eyes individually – this is only needed if he is looking at something that is close.

These controls are of medium importance:

bulletThe pelvis control (the circle around his hips) – try rotating as well as translating for some rather sexy movements…
bulletThe shoulder control
bulletThe Roll Foot control is more useful than the Roll Toe control for it stops the toes pointing down and so helps to keep them flat on the ground.

These controls are less important:

bulletFingers, thumbs
bulletToes. The toe control has just one rotation possible – use the R key or the rotation 3D manipulator to adjust it.
bulletThe 'Roll Toe' control (the star shaped control in front of his feet) does what it says so use the 3D rotation manipulator to adjust it.
bulletUpper arms and forearms (small blue circles)
bulletKnees

Finally, know that you can remove all transformations from selected controls as follows: to remove translations press Alt-G and confirm. To remove rotations press Alt-R and confirm. To remove scales press Alt-S and confirm. Removing all these transformations from all the controls will set Pantin back to his initial 'rest' or 'default' pose.

As previously explained, the file that you downloaded at the top of this page had several controls hidden to simplify your work. If you want to download the original version with no hidden controls then download and save this file. I recommend you do not do this until you are experienced working with the simplified version.

Summary:

bulletTo pose Pantin, make sure that layers 1 and 11 are visible.
bulletTo render an image or animation, make sure layers 1 and 10 are visible.
bulletFor posing, be in pose mode, with the transform orientation set to 'normal'.
bulletShow only the following rig layers: Body Main, Body Root, Legs IK, Arms FK.
bulletMake sure the Rig Property IK slider is set to 1 (full IK) for the foot controls and to 0 (no IK, only FK) for the hand controls).
bulletPress Alt-G, Alt-R and Alt-S to remove transforms from selected controls.

Making a walk cycle for Pantin

 

A classic animation exercise for a rig is to make a 'walk cycle' and a video showing how to do this for the freely downloadable Pantin rig should be playing here:

 

Blender 2.5 walk cycle using Pantin rig (short version)

The above walk cycle consists of a single 'action' where many 'keys' are repeated in a rather inefficient way. By braking the walking into two overlapping action the number of keys can be reduced, leading to more efficiency and easier modification. Se my tutorial about this HERE.

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