Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
3D Character Rigging in Blender

You're reading from   3D Character Rigging in Blender Bring your characters to life through rigging and make them animation-ready

Arrow left icon
Product type Paperback
Published in Apr 2024
Publisher Packt
ISBN-13 9781803238807
Length 164 pages
Edition 1st Edition
Tools
Concepts
Arrow right icon
Author (1):
Arrow left icon
Jaime Kelly Jaime Kelly
Author Profile Icon Jaime Kelly
Jaime Kelly
Arrow right icon
View More author details
Toc

Table of Contents (14) Chapters Close

Preface 1. Part 1: An Introduction
2. Chapter 1: Introduction to Rigs and Terminologies FREE CHAPTER 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 the chapter by learning about the basic terminology for Blender, that is, bones, meshes, and weights:

  • The head is the joint placed at the wider part of the bone; the tail is the thinner part
  • Weights range from 0 to 1.0, or from cold to hot
  • We can bring up the Add Object menu with Shift + A
  • We can scale (S), rotate (R), and transform (G) any selected item

We added both a cube and an armature to the scene with the Add objects pop-up menu and entered Edit Mode (Tab), or we could have used the dropdown pictured in Figure 2.3 in Chapter 2.

Once in Edit Mode, for both the mesh and armature, we cut, scaled, transformed, and extruded (E) to form two towers of bones with mesh in between.

We then learned how to get set up for weight painting by pressing Ctrl + P after selecting the mesh before the bone. Finally, we weight-painted a mesh by selecting the correct bones and used the ability to pose bones in Weight Paint mode to verify that our...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at £16.99/month. Cancel anytime