Book Image

3D Character Rigging in Blender

By : Jaime Kelly
Book Image

3D Character Rigging in Blender

By: Jaime Kelly

Overview of this book

In the intricate world of 3D character rigging with Blender, aspiring artists often find themselves grappling with the daunting challenge of achieving results akin to seasoned professionals. This book is your guide to overcoming that very challenge, providing you with the necessary knowledge and skills to excel in this complex art form. As you embark on this creative journey, this book will guide you through a carefully crafted flow. Beginning with the basics, the first part of the book will teach you how to add structure to an empty canvas and master the art of weight painting in Blender. You'll delve into the intricacies of rigging humanoid characters, gain a deep understanding of the essential buttons and techniques, and discover invaluable success-boosting tips. Starting with simple mesh deformation using a single bone, you'll progress steadily toward the mastery of fully rigging a human character, all while comprehending the reasons behind each step in the process. Furthermore, the book leaves you with a selection of advanced techniques, fully explained, paving the way for a natural progression in your artistic journey and allowing you to continuously refine and enhance your skills. By the end of the book, you'll excel at crafting character rigs, seamlessly meeting professional pipeline demands in diverse teams and studios.
Table of Contents (14 chapters)
Free Chapter
Part 1: An Introduction
Part 2: Rigging
Part 3: Advanced Techniques

Making a shape key

This section will start us off by getting to grips with adding shape keys, covering the menus that you will need to navigate to create these shape keys. Working on the basis and then creating the additional shape keys that we can edit later on:

  1. Let’s look at how to make a shape key. The first one will automatically be named Basis, our base shape key. To add a new shape key, navigate to Object data properties | Shape keys and click the + button.

    This new shape key will automatically be named Basis. Do not delete or modify this in any way. Basis stores the base mesh without modifications and is what any subsequent shape keys spring from. This navigation process is shown in order in Figure 7.2:

Figure 7.2 – Navigating to the Shape Keys UI

Figure 7.2 – Navigating to the Shape Keys UI

  1. Now that you have a base shape key, go ahead and click the + button again to add our first real shape key.
  2. You should give each shape key a name that makes it easy to...