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

Placing our first bones

We started this chapter by using the Add object menu to add an armature. With our armature object in the scene, we can go ahead and start adding bones. Make sure you are in Edit Mode for this and in Front Orthographic view. Then, go ahead and follow these steps:

  1. Have the tail selected and input the following: E | Z, then move the mouse up and notice a new bone appearing out from our first bone. Pressing the LMB will confirm this action with any translation we have made. Pressing the right mouse button (RMB) will confirm the extrude but cancel any transforms we have made.
  2. The E key in this case is for Extrude. The Z key was to select the Z axis as we just want the bone to be extruded straight up. If you want to extrude along any other axis, then press the corresponding key out of X, Y, and Z. You can hold Shift and then press a key to select the inverse axis (pressing Shift + Z will select X and Y but exclude Z).

    Repeat this for a total of three bones...