It’s been a long time since we tried to rig a character in Blender, so we thought we’d give it another go. Rigging involves creating a skeleton of armatures (bones) and attaching them to a mesh, so you can animate or pose the object in a fluid way.
We have to admit we struggled with it, the mesh deforms badly despite weight painting and tweaking. Anyway, here’s the very short animation, and the source blender file attached below.
In any case, we think our lighting set ups are improving a bit.