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

What this book covers

Chapter 1, Introduction to Rigs and Terminologies, serves to introduce you to both Blender and the basics of rigs.

Chapter 2, Starting with Bones, sees us creating and editing bones while becoming familiar with Blender.

Chapter 3, Using Weighting Tools to Give Life to a Mesh, shows how we tie meshes to bones with weight painting.

Chapter 4, Beginning the Rigging Process, is where we start work on the centerpiece of the book by placing bones.

Chapter 5, Getting Started with Weight Painting, continues the trajectory from Chapter 4 with an examination of weight-painting meshes to bones.

Chapter 6, Using IK and Rig Controls, covers the automatic controls available in Blender.

Chapter 7, Getting Started with Shape Keys, offers a light introduction to shape keys, taking you from creating shape keys to using drivers.

Chapter 8, Beyond the Basics, offers a collection of more advanced techniques to provide paths for further improvement of your skills in more advanced applications.