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

Summary

That’s a wrap for this chapter! We started this chapter by learning how to add objects by placing your mouse in the 3D viewport, pressing Shift + A to bring up the Add object menu, and choosing Armature. After that, we learned how to select objects in our viewport by using mouse controls and how to deselect objects (or select all) with a shortcut key. Then, we moved on to learn how our view can be changed and about the different view parameters, such as panning, zooming, and focusing on objects to orbit them. After learning about how to change our view, we saw how we can place bones in our viewport by entering Edit mode, either with the dropdown or using Tab, to add bones to an armature object. Finally, we ended the chapter by looking at pose mode and how it can be used to adjust bones, using the same transform controls as normal object mode, G R, and S.

The next chapter will cover weight painting, telling parts of the mesh to follow specified bones, all with the...