
Now that my character is fully modelled with textures and clean geometry I can now start on rigging the character. I started by adding bones based on how I want the character to move.
Once I named each bone I went into pose mode and changed the bone shape to a circle (empty).

I duplicated the ghost model to change it’s facial expressions by altering the models and by changing the vertices and joining them to the first model as a shape key (blend shape).

Once the bones were in place and I then parented the model to the bones with automatic weights. Now that the ghost is rigged I will need to correct the weights by weight painting.

After the weight painting I went into pose mode and changed the viewpoint display of each of the bones to one of the empty shapes.

To rig the face I needed to link the shape keys to a controller by using bones and creating a driver.