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Rig and animate a biped

You will make: your own character walking, then a custom animation. Time: 20 minutes.

Search “warrior” ①, then Create Character ②

The wizard expects:

  • a T-pose: arms straight out sideways, legs apart;
  • facing +Y, with Z up;
  • a separate neck, hands and feet, at least a voxel of each.

Keep the thigh, shin and foot of each leg centred on the same X. If a foot sticks out further to one side than the shin above it, the knee can’t bend cleanly (see Troubleshooting).

  1. Select the model and open Character. Set Rig Template: Biped (Human).

  2. Click Prepare Rig.

  3. For each prompt ① (Select the head voxels, and so on), look at the diagram, drag a box with Select Voxels ②, and click Assign … & Continue ④.

    The first prompt, with the diagram top left

    The wizard’s buttons

    • Front view (Numpad 1) with Select Through Whole Body on is fastest: each box takes the whole depth of the limb.
    • Mirror limb selections ③ assigns both sides of an arm or leg at once.
  4. After the feet, if the panel says voxels are still unassigned, click Show Unassigned Voxels ⑤ and assign them, or Give Leftovers to Nearest Part.

Click Preview Elbow Bend and Preview Knee Lift ①. If an elbow or knee folds in the wrong place, use Adjust Elbow or Adjust Knee ②, then Drag Bend Point and press Enter. Preview again.

Then click Looks Good — Create Rig ③.

Checking the bends

Click Walk ①, then press Space. Try Run, Idle and Jump, and open More Animations ② for the rest: sneak, strafe, punch, kick, block, hits from four sides, death, roar, victory, wave.

The Character panel once the rig exists

The warrior mid-walk

Each click makes a new Action, so nothing you had is replaced. Switch between them in the Action dropdown.

  1. Click New Animation, then Edit Animation. The rig opens in Pose Mode.
  2. Key poses with I as on any Blender rig. The feet have IK: move a foot control and the leg follows.
  3. Click Preview Output to see the voxels move.

To start from a sample instead, create it and edit its keys. Samples are keyed pose-to-pose with only a few keys, so they’re easy to retime in the Dope Sheet.

These are ④ in the panel above.

  • Rigid Parts: every limb turns as a solid block. Exports to FBX and glTF.
  • Strict Grid: re-voxelised every frame, so cubes never tilt. Use it for sprites and renders.
  • Update Every N Frames set to 2 or 3 gives the stepped look of classic sprite animation.
  1. In Voxel Library ▸ Weapons, click the open (pencil) button on a sword. It opens as its own voxel model.
  2. In Object Mode, click the sword, then Shift-click the character. A click on the character selects its rig.
  3. Click Attach Right.
  4. Move and rotate the sword so it sits in the hand. From then on it follows the grip.

For the best match, paint the sword with the character’s palette.