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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

Rigging the hands

Hands are one of the most awkward parts of weight painting in Blender. Very small geometry packed together tightly means painting the correct parts can be a hassle, but the basic concept is just the same as the rest of the body. Take a guess, paint it, stress it, and fix it.

The following diagrams show some ideal starting weights; feel free to use these as a guide:

Figure 5.28 – Finger segment weights

Figure 5.28 – Finger segment weights

Figure 5.29 – Thumb base weights

Figure 5.29 – Thumb base weights

Figure 5.30 – The metacarpal bone (used for squeezing motions)

Figure 5.30 – The metacarpal bone (used for squeezing motions)

Oftentimes, you may intend to paint one finger but end up hitting other fingers. It’s easy to miss sometimes, but when stressing the fingers, observe each one to see whether any geometry moves unintentionally.

For areas that are hard to reach, you can often use the Blur tool. If surrounding weights are at 1.0 the result of the Blur tool will be close enough...

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