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3D Character Rigging in Blender

You're reading from  3D Character Rigging in Blender

Product type Book
Published in Apr 2024
Publisher Packt
ISBN-13 9781803238807
Pages 164 pages
Edition 1st Edition
Languages
Concepts
Author (1):
Jaime Kelly Jaime Kelly
Profile icon Jaime Kelly

Table of Contents (14) Chapters

Preface 1. Part 1: An Introduction
2. Chapter 1: Introduction to Rigs and Terminologies 3. Chapter 2: Starting with Bones 4. Part 2: Rigging
5. Chapter 3: Using Weighting Tools to Give Life to a Mesh 6. Chapter 4: Beginning the Rigging Process 7. Chapter 5: Getting Started with Weight Painting 8. Part 3: Advanced Techniques
9. Chapter 6: Using IK and Rig Controls 10. Chapter 7: Getting Started with Shape Keys 11. Chapter 8: Beyond the Basics 12. Index 13. Other Books You May Enjoy

Naming and mirroring

In this section, we will be naming our bones using the Bone Properties tab and the correct naming standards. We will also be mirroring our rig with Symmetrize to finish the rigging process.

Naming can be very important depending on what kind of pipeline you are a part of. Motion capture and game engine exporting are two key instances where you really should name the bones in your rig. Renaming bones makes it easier to find them in the hierarchy and when typing in names to quickly set up constraints. It’s a quality-of-life improvement that should always be made when possible.

Rigs should follow a naming scheme that makes sense. Names must be specific to their bones: not Arm.001 and Arm.002 but instead UpperArm and LowerArm.

For humanoid characters, this is easy, but you may find that you’re rigging something that’s far from humanoid. If that’s the case, try to keep your naming short and readable, keeping in mind that your rig...

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