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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

Adding the IK constraint

In this first IK setup, we will cover the configuration of a very basic single IK constraint on the hands. A constraint is just a function in Blender that limits/modifies how an element might behave. In our case, we will be working with bone constraints.

Head into Pose Mode with our armature selected, select either of the hands and head on over to the Bone constraints tab, pictured in Figure 6.5. Then, add an Inverse Kinematics bone constraint.

Figure 6.5 – IK constraint added

Figure 6.5 – IK constraint added

The steps to add the constraint are shown in Figure 6.5, but the navigation should be somewhat familiar by now. With this IK constraint added you will see plenty of boxes for us to fill. We will cover each box in descending order, starting with the Target field.

Target:

  1. Click the box next to Target and select the armature. There should only be one armature in the scene.
  2. A new box appears directly below asking for a bone. Click this...
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