************ Introduction ************ An Armature in Blender can be thought of as similar to the armature of a real skeleton, and just like a real skeleton an Armature can consist of many bones. These bones can be moved around and anything that they are attached to or associated with will move and deform in a similar way. An "armature" is a type of object used for rigging. A rig is the controls and strings that move a marionette (puppet). Armature object borrows many ideas from real-world skeletons. Your First Armature =================== In order to see what we are talking about, let us try to add the default armature in Blender. (Note that armature editing details are explained in the :doc:`armatures editing section `.) Open a default scene, then: #. Delete all objects in the scene. #. Make sure the cursor is in the world origin with :kbd:`Shift-C`. #. Press :kbd:`Numpad1` to see the world in Front view. #. Add a *Single Bone* (:menuselection:`Add --> Armature`). #. Press :kbd:`NumpadDelete` to see the armature at maximum zoom. .. figure:: /images/animation_armatures_introduction_default.png The default armature. The Armature Object =================== As you can see, an armature is like any other object type in Blender: - It has an origin, a position, a rotation and a scale factor. - It has an Object Data data-block, that can be edited in *Edit Mode*. - It can be linked to other scenes, and the same armature data can be reused on multiple objects. - All animation you do in *Object Mode* is only working on the whole object, not the armature's bones (use the *Pose Mode* to do this). As armatures are designed to be posed, either for a static or animated scene, they have a specific state, called "rest position". This is the armature's default "shape", the default position/rotation/scale of its bones, as set in *Edit Mode*. In *Edit Mode*, you will always see your armature in rest position, whereas in *Object Mode* and *Pose Mode*, you usually get the current "pose" of the armature (unless you enable the *Rest Position* button of the *Armature* panel).