Step 24 - Extrude another bone
Press 'E' to perform Extrusion operation - create new bone connected to the tip of existing bone. The Extrude operation will put you to grab mode with the new bone - position it at the head.
Step 22 - Scale the bone, pivot at origin
Use scale mode as usual, Thanks to the pivot setting in previous step, the scaling will leave the base of the bone where it is, just scale the rest.
Step 21 - Set transform pivot
We want to scale the bone down, but not towards it's center as Scale mode would do by default, but instead we want the root of the bone to stay where it is and scalle the rest towards it. To do that, set Transform pivot in the top menu bar to "Individual origins".
Step 20 - Move the bone
Use grab mode, the same way as with verts. Position the bone so that the root of the bone is where the character's pelvis would be.
Step 19 - Select the bone
Blender adds a new armature with 1 bone. We'll make this our torso bone. This will be an simplistic rig, just one central bone for the body, one for head, 2 for each hand and leg. Go to Edit mode with the Armature and select the bone by clicking it with mouse.
Step 18 - Add Armature
In Blender, the skeleton which animates a character mesh is called Armature and it's an object on it's own. Go to object mode and add an Armature.
Step 17 - Save the Blender project
Blender's project files have .blend suffix. Blender has a backup feature - each time you save the project to an existing file, a .blend1, .blend2 etc... backup file is created from the previous file and it's backups.
Step 15 - Select everything but the head
Move the camera using the gizmo. You'll see that everything but the head is too thick. To flatten it, we'll use scale mode like before, but we need the body verts selected. We could use Box select, but let's learn a new trick. Use 'A' to select all...
Step 13 - Narrowen the hand cubes
Now let's add hands by duplicating, moving and scaling the cube as we did before. However, we want to narrowen the hand cubes - not scale them down, just narrowen. To do that, activate Scale mode like before and then press 'X' on keyboard to constrain the...
Step 12 - Duplicate the cube
Use 'Shift + D' to duplicate the selected vertices. This will put you to grab mode - move your mouse to position the new verts as character head. Then use scale mode to shrink it a bit.
Note that from now on, we have multiple separate cubes in the project, but...
Step 11 - Using Grab mode to position the cube
Press 'G' to activate grab mode. Then move your mouse to position the selected verts. Use 'Enter' key or click left mouse button when done. Let's make this box a chest box of the figure. The green boxes are a mockup of the character we're going to...
Step 10 - Using Scale mode along selected axis
Now we want to make the bottom of the cube smaller. To do that, activate Scale mode with just the bottom verts selected.
Step 9 - Deselect all verts, use Box select for bottom verts
The points which make up the cube are called vertices, or verts in short. Blender shows them bright orange when selected and black when unselected. To select all verts, press 'A' key. To deselect all verts, press 'Alt + A' keys...
Step 8 - Enable X-Ray
By default, the objects in 3D Viewport are opaque, so you can't see (or select with mouse) the vertices on the other side. Let's enable X-Ray mode to make the objects transparent, both visually and for mouse selecting.
Step 7 - Use Scale mode
Press 'S' once to enter Scale mode. Then move your mouse to scale the cube. When happy, click left mouse button or press 'Enter'.
Step 6 - Zoom and Pan the view
Click and drag the magnifier glass icon to zoom. Click the hand icon to pan. Note that the visual grid in the 3D Viewport is showing you scale in meters (and multiples/fractions of it when you zoom out/in). The starting cube is 2x2x2 meters in size.