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

Rigging the hands

Hands are one of the most awkward parts of weight painting in Blender. Very small geometry packed together tightly means painting the correct parts can be a hassle, but the basic concept is just the same as the rest of the body. Take a guess, paint it, stress it, and fix it.

The following diagrams show some ideal starting weights; feel free to use these as a guide:

Figure 5.28 – Finger segment weights

Figure 5.28 – Finger segment weights

Figure 5.29 – Thumb base weights

Figure 5.29 – Thumb base weights

Figure 5.30 – The metacarpal bone (used for squeezing motions)

Figure 5.30 – The metacarpal bone (used for squeezing motions)

Oftentimes, you may intend to paint one finger but end up hitting other fingers. It’s easy to miss sometimes, but when stressing the fingers, observe each one to see whether any geometry moves unintentionally.

For areas that are hard to reach, you can often use the Blur tool. If surrounding weights are at 1.0 the result of the Blur tool will be close enough...