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

Summary

In this chapter, we covered the uses of IK and FK and how they worked. We moved on to the IK constraint and learned about the function and purpose of each part of the constraint, starting with adding the supporting pole and target bones to adjusting the chain length and pole angle.

With the knowledge from this chapter and the previous ones under your belt, you should be able to approach many rigging tasks with a solid understanding, from adding bones to weight painting and now using constraints to modify how the rig is controlled.

While the rig is currently functional, there are still many small features you can add to make this rig a brilliant piece of work!

The next chapter will cover shape keys and drivers, using bones to apply hand-sculpted effects to the mesh in ways that simple weight painting cannot achieve.