Animating an Object in Blender Using Armatures and Exporting to COLLADA Format (Part 2)

(c) copyright Zehne Ziba Co., Ltd. For more information, please refer to copyright notice.

See also: part 1     part 3     part 4

Part 2: Creating the Armature

We will need to position the bones we add inside the worm mesh. Press Z to enter Wireframe View. Because of the Subsurf modifier we added before the mesh is still too dense to see through. Let’s disable the modifier in the Viewport for now. Press 7 on the Numpad to view your mesh from above.



Blender-Animate-Armature-Export-COLLADA-Image8Wireframe view from the top

Select the worm mesh. Press Shift-S and select Cursor to Selected. Press Shift-A to and select Armature -> Single Bone. In the Add Armature panel on the left, set the bones X rotation to -90.

Blender-Animate-Armature-Export-COLLADA-Image9Adding a bone

With the bone selected press Tab to enter Edit mode. Move the balls on the end to opposite ends of the worm mesh.

Blender-Animate-Armature-Export-COLLADA-Image10Scaling the bone

Subdivide the bone 4 times.

Blender-Animate-Armature-Export-COLLADA-Image11Subdividing the bone

Under Armature settings, set the display type to B-Bone. Check the X-Ray box. You will now be able to see the bones through the mesh in Solid View mode.

Blender-Animate-Armature-Export-COLLADA-Image12B-Bone and X-Ray display settings

Press Ctrl-Tab to enter Pose Mode. Under deform settings set curved bone to 3 for each bone.

Blender-Animate-Armature-Export-COLLADA-Image13Setting curved bone segments

Enter Object Mode. Select the Mesh and then Shift select the armature. Hit Ctrl-P and select With Automatic Weights.

Blender-Animate-Armature-Export-COLLADA-Image14Parenting the mesh to the armature

Select the mesh and move the subdivision modifier so it’s after the armature.

Blender-Animate-Armature-Export-COLLADA-Image15Move the armature so it’s above the Subsurf modifier

Blender-Animate-Armature-Export-COLLADA-Image16On the left is the worm with the Subsurf modifier above the armature modifier

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arrow-leftPart 1: Modeling the Worm

Part 3: Animating the Wormarrow-right

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The Author

Patrick-Manhatton-Icon-BiographyPatrick Manhatton (

Patrick is an independent game designer interested in absolutely every aspect of making games. He does a little of everything involved in game development and a lot of conceptual design and 3d modelling. He is currently studying computer science and psychology and hopes work in research using games.


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