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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

Summary

We started this chapter by setting up both our mesh and armature; for the mesh, we applied all transforms using Ctrl + A to prevent transform-related issues that are very common in rigging. We also set the origin of the mesh to the center of the scene by setting the transforms so that we can add an armature in the same place.

Moving on to bones, we made sure to place an armature with the same origin location as the mesh. With the armature set up, we went on to add all the bones needed to get the desired deformation, placing the bones closest to surfaces that demand more accurate deformation and further away from surfaces that are of little concern to the overall deformation (comparing the visible outside of the fingers to the obscured inside of the fingers is one example).

We then learned how to correctly name the bones with a consistent naming scheme, using suffixes such as .L or _L and names that represent the bone location to denote to Blender and any end users what...

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