Articles on: Use Cases

Part 1: Learn to create and animate a 2D character using and Blender by @Rodrigon

In this Part 1 tutorial we will 1. create a character using, 2. prepare the character using an image editor and, 3. import it to Blender to create a rig.
In part 2, we are going to finish the rig setup and create 3 different animations: Idle, running and attack.

1. Create your Character

You can use one Scenario's public generators or create your own by going to > Generate Images> Public Generators. Use the keyword "neutral pose" in the prompt to get a neutral pose for your character.

After the character has been created, remove the background before saving the image.

2. Prepare you character for Blender

Use any image editor to cut out the moving parts of the character such as arms, legs, head, and torso. Separate each piece into a different layer and rename it.
After the cutout, you need to fill in the holes left.
See the image bellow to observe that besides coloring the holes, the drawing is made to facilitate the animation of the joints.
You can duplicate and adapt the character's limbs or parts to make it easier to animate.

3. Setting up the scene and importing images in Blender

Open Blender, go to Edit > Preferences.
Click the Add-Ons tab > Search “Image”
Activate the “Import-Export: Import Images as Planes”, close User Preferences window.
File > Import > Images as Planes, or in the 3D Viewport press Shift+A > Images > Images as Planes.
Find and select the images to import.

In Blender, create a camera by pressing SHIFT + A > Camera.
In the Output Properties tab, change the resolution to the one you want. We suggest using the 512 px x 512 px resolution.

Select the camera and change its type to Orthographic.

Import the original character image and center the camera on the character.

On the left viewport we see the camera centered on the character and on the right viewport we see the parts of the character that we have imported.

"Assemble" the pieces by adjusting the size and position based on the character image.
Slightly change the position of the images to avoid overlapping.

The result should look similar to this

Change the viewport shading to Material Preview, so that the lights will no longer affect the geometries in the selected viewport.

Now your character is ready for Rigging!

4. Rigging

In camera view, press SHIFT + A and select Armature.
The armature should appear aligned with the geometry, if needed you can align it manually.

Select the Armature and press TAB to enter Edit Mode, select the tip of the bone and adjust the size.
By pressing E you create a new bone where you can reposition it according to your character.
Create your rig in a similar way to the animated Gif next to it by pressing E, positioning the bone and pressing E again.
After creating the bones, delete the "connection" bones as shown in the GIF.

Now select each bone and rename it, it is important to put .R and .L at the end of the names to differentiate right and left side.

I hope you enjoyed part 1 of our tutorial.
In part 2, we are going to link each part of the character to the bones, and make some settings in the Armature. Also, I will show you how the process went for the following animations: Idle, Running and Attack.

This tutorial was created based on my experience using and with the support of the community on Discord.
Follow me on Twitter ( where I am always posting tutorials and AI art related content.

By @Rodrigon

Updated on: 23/02/2023

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