Make a Waving Hand in Blender IN 10 MINUTES! | Digital Fashion Tutor | Skillshare

Make a Waving Hand in Blender IN 10 MINUTES!

Digital Fashion Tutor, Designer & Lecturer in London

Make a Waving Hand in Blender IN 10 MINUTES!

Digital Fashion Tutor, Designer & Lecturer in London

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7 Lessons (10m)
    • 1. Intro

    • 2. Merge Vertices

    • 3. Add Modifiers

    • 4. Make the Forearm

    • 5. Make the Fingers

    • 6. Rig / Armature

    • 7. Animate

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About This Class


In this course we quickly go through the steps to make a waving hand. 

We will go through the method of making a hand using the skin modifier then add a simple rig/armature to make the hand move!

Meet Your Teacher

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Digital Fashion Tutor

Designer & Lecturer in London


I make videos to share skills with everyone and anyone working with digital media.


I also work for the Digital Fashion School.

Follow @digitalfashionschool on Instagram for updates.



I make videos for Skillshare. I'm also a lecturer at London College of Fashion, an instructor at the, and a freelance digital designer working with 3D design, UX design, graphic design, photography and creative coding.

Hoping to share skills and create interesting conversations in the intersections of art and technology!


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1. Intro: Hey guys, in this video we will learn how to model a simple hand in Blender. First, we will learn how to create a hand using the skin modifier, and then we will learn how to add a rig to make it move. You can use the model hands for character design, jewelry design, abstract when the pieces or illustration purposes, you can use it however you like. But this video is quite sure and the steps are simple, so check it out. 2. Merge Vertices: Okay, so if we open blender and create a new file, we have a default Q. We want to start with just one vertex. And we can do this by managing the four vertices, all the four corners of this cube to gaba. So we just have 1 to start with. We need to be in edit mode to select all of the vertices. So press tab on your keyboard to go into edit mode. Press number one to make sure you are in vertex select mode and not edge select or face slack. Pass a on your keyboard to select or which means all of the vertices press M on the keyboard to manage them. And we can choose to match them at the center here, so they all match together. So we just have this one vertex to begin with. 3. Add Modifiers: Now we need to add some modifiers. So if we go to the spanner icon just here, we can add a modifier to this single vertex, make sure the vertex is selected and click add a modifier, fest, choose the skin modifier, then add an upper modifier and choose sub surface modifier. Basically, the skin modifier gives us some shape around a single vertex and the subsurface modifier smooths out this surface. 4. Make the Forearm: Let's jump to the front view so you can see everything from an orthographic view. You can do this by holding down the til decay that looks like a wave and you keyboard. Now if we select R1 little vertex and press on the keyboard for extrude, we extrude the shape by creating a new vertex that is connected to our original vertex, we can extrude this in any direction, but I am going to press zed to snap the movement on the z axis so we can only extruded upwards or downwards. Now this can be off for always remember to keep things simple and don't concentrate on the details to Allie when 3D modeling. And if we have the four arm now, we need the palm. So if we think anatomically, we're going to skip the response or the carpal bones of the hand here. And create the metacarpal bones by extruding this 0.5 separate times. So select this vertex and then press E to extrude back to this vertex, select it and press E to extrude again, then repeat this process until you have a line for all of the fingers and the firm. If you want a more Simpson style or another cartoon style where they only have three fingers on one firm, then go ahead and try that. But once we have all these points, we want to select them all by dragging a selection box over them. Normally we would scale things by pressing S and moving the cursor. But this is a bit different because these are single vertices with modifiers applied to them. So instead press command a and then we can scale them down slightly. 5. Make the Fingers: Okay, so now the fingers, so yeah, we just need to extrude them again. So select the endpoints and press E to extrude depending on whether you want the appearance of distinct finger knuckle balls. You can extrude them twice or three times, or you can just stick with the really simple sausage fingers if you want to get away with a basic blob hand, press command a and then we can scale them down slightly. Remember that you can select the points. I'm press R to rotate them and press g to move them. So play around with your positioning until you are happy and scale them down to minimize any points, of course, over like this which may cause problems. And that is one way to simply model a hand in Bundler. Lets apply our modifiers permanently. So first hit tab to go back into object mode, then click apply on the modifiers which will remove them from this list or stack or hands-on our meshes, not those individual vertices we began with alia isn't very smooth, so let's add another subdivision surface and right-click the hand and choose shade smooth. We can add color by going to the materials property tab and changing this base collector any color you like. If you don't see the color change, you might be in solid married up here. So these four spheres indicate different viewing modes. Select this Fed sphere here for material preview, which should display the color or material even. And keep organized and rename this cube to hand. So it's still called the Q because that's the shape that we started with all that time ago. 6. Rig / Armature: Okay, so before we animate this hand, we need to add some bones to make it move. This is called rigging and in blended burns are called armature. Make sure you are viewing the model from the front orthographic view. Then press shift a to bring up the Add menu and go to our mature. If you can't see it, go to object properties than viewport display and then check in front on the right here. So similar to how we created the forearm out of a vertices, we are going to structure this armature in the same way. So like this top a ball here and press g to move it, move in any direction, but press z or zed to snap the movement on the zed axis, bringing it up to the wrist area that I am going to press E to make an extrusion to the center of the palm. Now we need to attach the hand and the armature as Although we have constructed the armature inside the hand here, they are not firmly attached in any way. So let's select of the hand and the armature by holding Shift and clicking on each of them, or just drag a selection box over them both. Now we can right-click and go to Parent and select armature to form with automatic weights. Another way to do this is by pressing control P, which brings up the set parent to menu and select armature deform with automatic weights. From there, it's up to you. You get the same results. But now that we've set that we can go into pose mode up here on the top left. 7. Animate: Okay, so making sure we are impairs mood, I can select this point here and press R to rotate it. This is now a waving hand. Yes, that simple, rarely. Now let's make a short 2 second clip of this hand waving. Remember we can just loop the clip for an ongoing video of a waving hand whipping the video will be a lot quicker than rendering more frames. Summing the timeline visible by going down to the bottom of the screen and dragging this outputs here. This is the timeline you will be familiar with timelines if you have done video editing before or animation, click on output properties which looks like a small printer icon over here. Check your frame rate is 24 frames per second. It is 24 frames per second, and we want a 2 second clip, two times 24 is 48. So change this variable to 48 frames on the timeline has been cropped here at 48 frames, we can zoom in on the timeline is unless blue line moves along, we haven't made the animation. Yeah, so nothing happens. So let's rotate the hand to one side, then right-click and select, insert keyframe or the shortcut is just to press the letter I and click on rotation as that's the variable we have changed. We rotated the breast here, and now we have a keyframe here. This is a small yellow dots, this is a key frame. And if we move this blue line further along the timeline to 12, and then we rotate a 100 to the other side and make a new key frame by pressing I select rotation again. Now you can see we have two key frames. These keyframes just indicate that at this point on the timeline. And therefore in the animation, the rotation of the hand must be at that set position. So when I press Play or hand rotation moves from one side to another, I can now select keyframes and right-click to copy them. And if I move this blue line to the 24th frame, I can right-click and I can choose paste, which will paste the key frames from the point where the blue line is the. And if I press Play, now this happens. So this looks good. And finally, if I just copy this first keyframe here and paste it at the last frame, the 48th frame. This shall make an animation that can indefinitely. So you can always click on these keyframes and move them around. But I've just put these key frames on every 12th frame as, as a multiple of 48.