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You're reading from  3D Character Rigging in Blender

Product typeBook
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.
Read more about Jaime Kelly

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Understanding the core ideas behind rigging

Before we start with this chapter, we should learn about the two core ideas of rigging:

  • Study your subject! It’s important to understand how your subject moves in the first place. While this might be obvious for a human character, there’s a good chance you will encounter otherworldly masses of mesh that will require coordination with multiple team members or a little bit of creativity. Failure to give thought to this may lead to wasted hours as you may backtrack on mistakes you could have ironed out before starting.
  • Stress and iterate! Once you think you are done, pose the whole rig into stressful poses. Placing bones into typical use case poses (being careful to not move them outside their intended range of motion) will reveal weak spots and deficiencies in any work. Bones might pull the wrong parts of the mesh or deformations may not match expectations when the rig is moved. A static pose provides no information...
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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