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

Preparing for IK

There are some things we need to do before we add the IK constraint. We need to adjust the bones that will be in the chain and add some new bones for the IK system.

Pre-bending IK chains

The IK constraint isn’t very smart – take a look at Figure 6.2 and notice how the elbow bends the way we expect it to. Chances are that the IK constraint will choose to bend the elbow the wrong way just because it has no concept of a human elbow.

Thankfully, there’s a way for us to show it how to bend and it is pretty simple. We take the arm bones into Edit Mode and give it a slight bend at the elbow. This preexisting bend tells the IK what direction it should bend in when animating a movement.

Figure 6.3 – Elbow bend

Figure 6.3 – Elbow bend

Shown in Figure 6.3 is the little bend I gave the bones by grabbing the elbow joint in Edit Mode and just sliding it toward the back of the arm a little.

Adding control bones

We’re going to...