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

Adding the IK constraint

In this first IK setup, we will cover the configuration of a very basic single IK constraint on the hands. A constraint is just a function in Blender that limits/modifies how an element might behave. In our case, we will be working with bone constraints.

Head into Pose Mode with our armature selected, select either of the hands and head on over to the Bone constraints tab, pictured in Figure 6.5. Then, add an Inverse Kinematics bone constraint.

Figure 6.5 – IK constraint added

Figure 6.5 – IK constraint added

The steps to add the constraint are shown in Figure 6.5, but the navigation should be somewhat familiar by now. With this IK constraint added you will see plenty of boxes for us to fill. We will cover each box in descending order, starting with the Target field.


  1. Click the box next to Target and select the armature. There should only be one armature in the scene.
  2. A new box appears directly below asking for a bone. Click this...