Book Image

Blender 3D By Example - Second Edition

By : Oscar Baechler, Xury Greer
Book Image

Blender 3D By Example - Second Edition

By: Oscar Baechler, Xury Greer

Overview of this book

Blender is a powerful 3D creation package that supports every aspect of the 3D pipeline. With this book, you'll learn about modeling, rigging, animation, rendering, and much more with the help of some interesting projects. This practical guide, based on the Blender 2.83 LTS version, starts by helping you brush up on your basic Blender skills and getting you acquainted with the software toolset. You’ll use basic modeling tools to understand the simplest 3D workflow by customizing a Viking themed scene. You'll get a chance to see the 3D modeling process from start to finish by building a time machine based on provided concept art. You will design your first 2D character while exploring the capabilities of the new Grease Pencil tools. The book then guides you in creating a sleek modern kitchen scene using EEVEE, Blender’s new state-of-the-art rendering engine. As you advance, you'll explore a variety of 3D design techniques, such as sculpting, retopologizing, unwrapping, baking, painting, rigging, and animating to bring a baby dragon to life. By the end of this book, you'll have learned how to work with Blender to create impressive computer graphics, art, design, and architecture, and you'll be able to use robust Blender tools for your design projects and video games.
Table of Contents (18 chapters)

Modifying the armature weights

Once your baby dragon is parented to the rig, it finally comes to life and you can move it around the rig to fly, pounce, walk, or anything you can dream of. Weight painting is an intermediate step between building the rig and animating it, where vertices are assigned influence to individual bones. Areas such as the eyes and claws are easy; they'll have a single bone influencing them. The body will be parented with automatic weights and the initial estimate will get you 90% of the way there, as areas such as the elbow blend between the forearm and arm bones. However, we'll also have problems with the initial weights, where the generated weights got them wrong, and a personal touch is needed.

We'll create our first animation to address this—a simple series of movements that stretch the rig's extremes, making it easy to find...