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

Using Weighting Tools to Give Life to a Mesh

In the previous chapter, we added objects, selected them, and edited them in Edit Mode while moving our view around in the 3D viewport.

In this chapter, we will start by adding a mesh to the scene. We will enter Edit Mode, make loop cuts, extrude and scale, and cover basic transforms in Edit Mode. We will learn more about our view and the modes we can use to get more information and a clearer view of our work. Then, we will use the correct parent constraint to set us up for the most important topic in this book, weight painting.

In this chapter, we will cover the following:

  • Creating a mesh
  • Prelude to painting

By the end of this chapter, you will be prepared for weight painting correctly and be able to use its basic tools to assign weights to vertices with the correct bones selected.