Non Human Character rigging

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Level of difficulty: Advanced

This course takes you into the details of the Avastar Rig. we will talk about:

  • The Armature Data properties.
  • The Avastar Rig structure.
  • Rigging a Horse with correct IK setup.


  1. Skeleton structure (vid 15:24).
  2. The story of Bones(vid 15:30).
  3. Bone Roll (Introduction)(no Video).
  4. Modify the Rig(no Video).
  5. Fixing Bone Roll(no Video).
  6. Fixing IK Targets(no Video).
  7. Skinning(no Video).

We expect in this course that you have some basic knowledge about how to work with Blender. Idealy you already have been working with Avastar for making human mesh attachments.

If you are new to Blender and Avastar, then you do much better by first reading the Create Attachments document.

Note: This course also provides a horse mesh (blend file) to work with. You will get the working Horse Rig when you are ready to start with your non human character. Please be patient and follow the course, then you will find all you need.


We believe the course is doable within 7 working days. We encourage you to tell us your opinion and your proposals for improving the course. Finally, if you find the course is not of value for you, then you can ask for a full refund within 7 days after purchase.

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NHR-2 – The story of Bones

Author: Gaia Clary

In this lesson we go even into more details about how the SL Avatar’s Bone System is actually constructed. You might be aware that the Second Life Avatar was originally…

NHR-3 – Bone Roll

Author: Gaia Clary

Bone rolls values are extremely important to let the rig work correctly during animation. Having a clean and consistent bone setup with correct bone roll settings also avoid tedious and…

NHR-4 – Modify the Rig

Author: Gaia Clary

After the previous chapters have taken us through a bit of theory and history, now we will proceed with some practical work. In this lesson we will start with the…

NHR-5 – Fixing Bone Roll

Author: Gaia Clary

Now that we have defined our new shape, it’s important to fix the bone rolls. Bone rolls values are extremely important to let the rig work correctly during animation, avoiding…

NHR-6 – Fixing IK Targets

Author: Gaia Clary

The last thing to fix is the IK target locations: The IK targets have been fitted to the Avastar human character. But after we changed the Skeleton to a Horse…

NHR-7 – Skinning

Author: Gaia Clary

We’re finally here! The skinning process is what defines how the mesh should deform to follow our skeleton’s movements. It’s the final, most important thing we have to do to…