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Taking Blender to the Next Level

You're reading from   Taking Blender to the Next Level Implement advanced workflows such as geometry nodes, simulations, and motion tracking for Blender production pipelines

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Product type Paperback
Published in May 2022
Publisher Packt
ISBN-13 9781803233567
Length 520 pages
Edition 1st Edition
Tools
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Author (1):
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Ruan Lotter Ruan Lotter
Author Profile Icon Ruan Lotter
Ruan Lotter
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Table of Contents (19) Chapters Close

Preface 1. Part 1: Modeling, Materials, and Animation Workflows
2. Chapter 1: Using Geometry Nodes to Create Dynamic Scenes FREE CHAPTER 3. Chapter 2: Creating a Motion Graphics Scene Using Geometry Nodes 4. Chapter 3: Organic Modeling P1: Creating a Mushroom 5. Chapter 4: Organic Modeling P2: Creating the Landscape around the Mushroom 6. Chapter 5: PBR Materials: Texturing our Mushroom Scene 7. Chapter 6: 3D Scanning and Photogrammetry: Creating Your Own 3D Scans 8. Chapter 7: Modeling an Alien Cartoon Character 9. Chapter 8: Rigging and Animating Your 3D Cartoon Character 10. Part 2: Let's Do Some Physics
11. Chapter 9: Rigid Body Simulation: Destroying a Statue Using Physics 12. Chapter 10: Dynamic Cloth Simulations 13. Chapter 11: Creating Dynamic Hair Using Particles 14. Part 3: Match Moving and Compositing
15. Chapter 12: Matching Blender's Camera Movement to Live Action Footage 16. Chapter 13: Compositing the Alien Cartoon Character onto the Live Action Footage 17. Chapter 14: The Final Render 18. Other Books You May Enjoy

Rigging the character using Rigify

In this section, we will focus on the rigging process. We will start by adding bones or armature to our character, aligning the bones to our character's mesh. We will then convert the bones into a control rig using the Rigify add-on. At the end of this section, we will test the Rigify control rig, and we will also look at the difference between Inverse Kinematics and Forward Kinematics.

Rigging the upper part of the character

Let's get started:

  1. Ensure your character is in the middle of the world space and on top of the floor grid. Go into the front view by pressing 1 on the numpad or clicking the -Y axis icon in the 3D Viewport. Move the character using G and ensure that it's in the center, as shown in the following screenshot:

Figure 8.4 – Positioning your character model at the center of the grid

  1. Let's center the 3D Cursor by pressing Shift + S and selecting Cursor to World...
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