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

Topology in deformation

The topology of a model greatly affects its deformation. While this leans more toward modeling rather than rigging, it can be really helpful to know that there are ways of achieving better deformation that you might not have expected. Figure 8.3 shows some good basic examples of how different topologies can affect the result of the deformation:

Figure 8.3 – Basic topology, deformation silhouettes

Figure 8.3 – Basic topology, deformation silhouettes

The next screenshot, Figure 8.4, shows a potential solution to achieve decent deformation on a bend:

Figure 8.4 – Common topology for bends

Figure 8.4 – Common topology for bends

You can mix these examples (and many other ideas) to combine their effects, and an experienced artist can integrate these basic principles into a dense and complex model.

Sore spots such as elbows and knees are prime contenders for topology bends, but you need to be expecting issues in advance of making the character because it affects the way the model...