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You're reading from  3D Character Rigging in Blender

Product typeBook
Published inApr 2024
PublisherPackt
ISBN-139781803238807
Edition1st Edition
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Author (1)
Jaime Kelly
Jaime Kelly
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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

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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.

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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