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


We started the chapter by learning about the basic terminology for Blender, that is, bones, meshes, and weights:

  • The head is the joint placed at the wider part of the bone; the tail is the thinner part
  • Weights range from 0 to 1.0, or from cold to hot
  • We can bring up the Add Object menu with Shift + A
  • We can scale (S), rotate (R), and transform (G) any selected item

We added both a cube and an armature to the scene with the Add objects pop-up menu and entered Edit Mode (Tab), or we could have used the dropdown pictured in Figure 2.3 in Chapter 2.

Once in Edit Mode, for both the mesh and armature, we cut, scaled, transformed, and extruded (E) to form two towers of bones with mesh in between.

We then learned how to get set up for weight painting by pressing Ctrl + P after selecting the mesh before the bone. Finally, we weight-painted a mesh by selecting the correct bones and used the ability to pose bones in Weight Paint mode to verify that our...