Using the Skin modifier's Armature option

The Skin modifier has an option to create an Armature on the fly to pose the generated mesh. This Armature can just be useful in cases where you want to modify the position of a part of the generated mesh.

Note that using the generated Armature to pose the base mesh, in our case, is not necessary, and therefore this recipe is treated here only as an example and it won't affect the following recipes in the chapter.

So, let's suppose that we want the arms to be posed more horizontally and widely spread:

Creating the rig (that is the skeleton Armature made by bones and used to deform, and therefore, animate a mesh) for our character's base mesh is really simple:

By clicking on the Create Armature button, the Skin modifier creates a bone for each edge connecting the extruded vertices, it adds an Armature modifier to the generated base mesh, and automatically assigns vertex groups to the base mesh and skins them with the corresponding bones.

The bones of this Armature work in Forward Kinematics, which means they are chained following the child/parent relation, with the first (parent) bone created at the Root location we had set at step 3 of the Getting ready section.

Note that the bones of the Armature can be used not only to rotate limbs, but also to scale bigger or smaller parts of the mesh, in order to further tweak the shape of the base mesh.