Blender Bendy Bone Rigging


Let's check structure of standard Blender Bone

Place bone
Select bone > Go to Data Object Properties > Expand Viewport Display > Activate [B-Bone, Names, Shapes, Bone Colors, In Front, Axies]
Name the bone

Activate Bone Edit Mode > Bone Properties > Bendy Bones > Increase Segment
Scroll down and Set Absolute to both Start and End Handle & Select body_root as a custom bone for Start Handle and body_tip for End Handle

Go to pose mode and try to move and rotate the body_tip, You can rotate but you can not move the body_tip
Select Tip and Unparent with Alt + P
Select the body, go to bone constraints properties > Add Stretch to > The target should be the armature, And the bone should be the body tip, Here we have selected the body tip because the root is already connected to the body bones

Note: Any time there are any discrepancies regarding the position of the stretch bone we can simply click the clear mark on the original length value Insert the stretch-to-bone constraint
Now try to reposition the body_tip and try to rotate the body_tip bone too and you can see everything is working perfectly
Shift + the S key from the keyboard, from the pop-up menu Select the cursor to Selected this will ensure that the 3D cursor points at the Middle of the two selected bonesIf the body bones are displaced at this step, just change the value of track axis to the opposite axis is the common solution
Before binding the bones with the mesh make sure to select all the controller bones, go to bone properties uncheck the deform By holding the alt key from the keyboard, keep in mind if you don't press and hold the alt key the result will be just for one bone even you selected all the bones, This will ensure whenever you are going to bind bones with the mesh the deformed bones will not affect the weight painting of the object or mesh.

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