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You're reading from  3D Character Rigging in Blender

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Published inApr 2024
PublisherPackt
ISBN-139781803238807
Edition1st Edition
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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.
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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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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