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


In this chapter, we have covered the use of both shape keys and drivers to modify geometry automatically with bone input. Understanding how drivers work and the importance of taking steps in the correct order will minimize time lost through error. We started the chapter by covering the creation of shape keys, remembering that you can use Sculpt Mode to make shape keys much faster (so you should go learn some sculpting!). We then moved on to the creation of drivers and the Driver Editor that can be used to modify these drivers. We finished the chapter by mirroring the shape keys to reduce our workload and ensure symmetry.

Before moving on to the next chapter, use the examples in Figure 7.10 and Figure 7.11 to practice and make more shape keys and drivers to improve areas of poor deformation. You will undoubtedly find more areas that could use the magic of shape keys, so don’t be afraid to experiment!

In the final chapter, we will cover more advanced rigging ideas...