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 this chapter by setting up both our mesh and armature; for the mesh, we applied all transforms using Ctrl + A to prevent transform-related issues that are very common in rigging. We also set the origin of the mesh to the center of the scene by setting the transforms so that we can add an armature in the same place.

Moving on to bones, we made sure to place an armature with the same origin location as the mesh. With the armature set up, we went on to add all the bones needed to get the desired deformation, placing the bones closest to surfaces that demand more accurate deformation and further away from surfaces that are of little concern to the overall deformation (comparing the visible outside of the fingers to the obscured inside of the fingers is one example).

We then learned how to correctly name the bones with a consistent naming scheme, using suffixes such as .L or _L and names that represent the bone location to denote to Blender and any end users what...