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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

Starting the rigging process

In this section, we will start the rigging process by placing an armature and entering Edit Mode to make our first move with bones, following up with areas such as the spine, arms, legs, and hands.

We begin with the root bone, typically placing this bone at the hips of the rig, or the center of mass for the object. Other times, you may be required to place the root at the base of the model between the feet; it just depends on the use case for your rig. If it remains within Blender, then placing the root bone at the hips will do just fine. It’s common to place the root bone at the feet for game engines due to the way they work. We will cover a hip root setup for now.

Take exceptional caution when adding armature and beginning to rig. I ask that you place the armature object’s origin in the center of the scene because the human model also has its origin in the center. Matching the origins up is an absolute must. It costs nothing to match...

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