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 parenting a mesh to an armature with empty weight groups, giving us a clean slate to work with. We then moved on to weight paint mode, using the draw tool to set weights and the Blur tool to soften the border between different weight zones. We continued by covering the rest of the body, front and back, with the figure diagrams serving as guidance. Finally, we applied some touchups while bending the rig into stress positions to find poor deformation.

  • Used Ctrl + P to parent a mesh to an armature, selecting the mesh and then the armature
  • Selected an empty weights option to give us a clean start
  • Experimented with how bone placement can affect deformation quality
  • Followed the provided diagrams for rough guidance on the zones each bone should control

That concludes this chapter – you now know how to take any mesh and any armature and bind them together to bring models to life.

In the next chapter, we will cover shape...