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 IK and FK

Before we move on to creating our own IK system, we should get a grasp of what IK and FK are. If you have experience in animation then you likely already know this. If you do not know the difference or need a refresher, the following subsections offer detailed explanations of both IK and FK.

Forward Kinematics

Rotating every bone one at a time into a pose is known as Forward Kinematics (FK).

In an FK chain, each successive bone inherits the rotation of the previous bone and is not affected by bones further up the chain. While it may feel like a very rigid system, it’s surprisingly the most effective way for animators to produce large sweeping arcs and precise movements. Its downside is that it requires an immense amount of effort and time to work with, so much so that it’s the much less frequently used of the two modes.

You may recognize this pose method because it’s what you have been using throughout the book to pose any of...