Reader small image

You're reading from  3D Character Rigging in Blender

Product typeBook
Published inApr 2024
PublisherPackt
ISBN-139781803238807
Edition1st Edition
Concepts
Right arrow
Author (1)
Jaime Kelly
Jaime Kelly
author image
Jaime Kelly

Jaime Kelly is a freelance artist with over five years of experience with works in animation, rigging, and 3D design. He has worked within all manners of industries, including product promotion materials, animated media such as animated breakdowns of systems in training material, and, of course, 3D rigging for pre-rendered and real-time media.
Read more about Jaime Kelly

Right arrow

Creating a mesh

We can’t do any weight painting without a mesh; that much should be clear to anyone. There are, however, some important steps to take that will prevent headaches in the future, such as placing vertices in optimal places to support quality deformation. If the mesh is constructed poorly, no matter how perfect your weight painting, it will be impossible to get a good result.

To start, we need to add some mesh to our scene. We will go over some terminology once we have done this. Follow these steps:

  1. To start, make sure you are in Object Mode (Tab, or dropdown), go ahead and bring up the Add object menu with Shift + A, then navigate to Mesh | Cube and add a cube. Your scene should look as follows:
Figure 3.1 – Cube added to our scene

Figure 3.1 – Cube added to our scene

  1. We want this cube to be a tower in between our bones. To do this, we’re going to go into Edit Mode and make sure we have selected Vertice mode. The blue icon next to the...
lock icon
The rest of the page is locked
Previous PageNext Page
You have been reading a chapter from
3D Character Rigging in Blender
Published in: Apr 2024Publisher: PacktISBN-13: 9781803238807

Author (1)

author image
Jaime Kelly

Jaime Kelly is a freelance artist with over five years of experience with works in animation, rigging, and 3D design. He has worked within all manners of industries, including product promotion materials, animated media such as animated breakdowns of systems in training material, and, of course, 3D rigging for pre-rendered and real-time media.
Read more about Jaime Kelly