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
1
Part 1: An Introduction
4
Part 2: Rigging
8
Part 3: Advanced Techniques

Wrist bone twisting

A very common problem you might have with the rig is the exceptionally poor deformation of the wrist. While this can be fixed with shape keys, you may find that you are not able to use shape keys due to other limitations (pipeline, game engine, render engine, export/import restrictions, and so on). Figure 8.1 shows before and after adding a wrist twist:

Figure 8.1 – Wrist twist

Figure 8.1 – Wrist twist

In Figure 8.1, you can see that the top hand has terrible deformation at the wrist, while the bottom hand spreads the twist out along the forearm, just as our arms do.

The next screenshot shows how the bones are set up and the constraints used:

Figure 8.2 – Wrist twist setup

Figure 8.2 – Wrist twist setup

Let’s look at this in more detail.

The yellow bone is the IK target. The green bone is a new bone used for the wrist twist setup.

The green bone is parented to the forearm, with a Copy Rotation constraint targeting the hand at a...