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

Setting up empty weights

To get started, let’s set up some empty weights. Use Armature Deform | With Empty Groups, as this option generates groups with empty weights. If we leave the weights up to Blender by choosing the default options, we are guaranteed to have to clean up a frustrating mess.

We will start by parenting the mesh to the rig we have just made, and then we will enter Weight Paint Mode. If you have forgotten how exactly to do this, here’s a quick series of steps as a reminder:

  1. In Object Mode, select all the meshes (head, body, hands, feet).
  2. Staying in Object Mode, press Shift to select the armature.
  3. Press Ctrl + P to open the parenting menu, and select Armature Deform | With Empty Groups.

    You can verify this has worked by grabbing the armature and dragging it around; all the mesh will follow. If any mesh doesn’t follow, you can just select said meshes and parent them on their own, and they will be added.

  4. If for some reason this...