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

Understanding mesh seams and overlaps

Before we start weight painting our legs, it’s important to discuss how models are made, their topology, and geometry. More specifically, we will examine mesh seams and overlaps. Take a look at Figure 5.11, which shows two different ways of merging geometry:

Figure 5.11 – Mesh overlaps

Figure 5.11 – Mesh overlaps

You can imagine the planes shown in Figure 5.11 as two parts of a model. An artist has decided the vertices should not be connected. There are a number of reasons for doing this, such as the following:

  • Tech/engine limitations: Some engines (mostly real-time game engines) of significant age have limitations with how they can display materials and textures. Separating meshes allows artists to treat different parts completely differently. This should only apply to old tech; hopefully, you will not have to deal with anything similar.
  • Artistic: Another instance where you may find geometry like this is if certain...