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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

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Product type Paperback
Published in Apr 2024
Publisher Packt
ISBN-13 9781803238807
Length 164 pages
Edition 1st Edition
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Author (1):
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Jaime Kelly Jaime Kelly
Author Profile Icon Jaime Kelly
Jaime Kelly
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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...

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