Summary
In this chapter, we covered in depth how to rig a humanoid character, where to place every bone, and how to make the rig deform the mesh. We also covered how to correct improper deformation using weight painting, as well as how to limit the rotation of certain bones to respect the range of motion in the human body.
Additionally, we covered how to add IK to our rig in order to pose our character with more ease instead of having to rotate and/or move every bone individually. At the end, we covered how to generate and properly adapt a fully functional rig using the free add-on Rigify, which is built into Blender.
Now, you have the technical knowledge to make a wide variety of assets for multiple purposes. What’s left is to work on your skill sets, practice, and improve as an artist.
So, what now?