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

Using IK and Rig Controls

Inverse Kinematics (IK) is a tool we can use to automatically pose bones based on a few inputs. IK is typically composed of two handles, a target and a pole. The target is the point in space where the IK system tries to get the end bone to match and the pole controls the direction of deflection. Its primary use is for rapid and precise animation but it can be used beyond animation in some edge cases.

By the end of this chapter, you will understand the differences between IK and FK and when to use each one. You will have a rig featuring an IK setup for both the legs and the arms that allows animators to work with tools they are most comfortable with, saving time and energy on their part.

In this chapter, we will cover the following topics:

  • Understanding IK and FK
  • Understanding the effects of IK and FK in animation
  • Preparation for IK
  • Adding the IK constraint
  • Applying IK to the legs
  • Constraints on handles