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

Using Pose Mode

These bones aren’t of much use if we can’t bend them to our will. Enter pose mode. As the name might suggest, this mode allows us to pose bones. We need to enter Pose mode, select a bone, and rotate it. You should already have a rough idea of how to do this, but here are step-by-step instructions:

  1. Press Tab or use the dropdown to enter Pose mode.
  2. Left-click on any bone and take note of the outline.
  3. Press R to rotate the selected bone, using your mouse to rotate:
Figure 2.10 – Rotating bone (FK)

Figure 2.10 – Rotating bone (FK)

Take note of how rotating a bone will affect the bones above it but not below it. Bending the bones one by one is known as Forward Kinematics (FK). We will be able to compare it to IK later.

Just like how we can limit transforms to an axis by pressing G to grab and pressing Z to limit to the Z axis, we can do this in pose mode too!

More on transforms

Using a single press of an axis while transforming...

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 $19.99/month. Cancel anytime