3D Character Rigging in Blender : Bring Your Characters to Life Through Rigging and Make Them Animation-Ready / Jaime Kelly.

Author
Kelly, Jaime [Browse]
Format
Book
Language
English
Εdition
First edition.
Published/​Created
  • Birmingham, England : Packt Publishing, [2024]
  • ©2024
Description
1 online resource (164 pages)

Details

Subject(s)
Summary note
Leverage expert advice, step-by-step guidance, and comprehensive visual aids to pave your way towards excellence in the art of 3D character rigging Key Features Learn how to use automatic and manual weight painting to merge skin and bone Enhance any rig with a sweeping host of automatic controls and aids for animation Keep your rigs efficient and clean for an optimal end user experience Purchase of the print or Kindle book includes a free PDF eBook Book Description In the intricate world of 3D character rigging with Blender, aspiring artists often find themselves grappling with the daunting challenge of achieving results akin to seasoned professionals. This book is your guide to overcoming that very challenge, providing you with the necessary knowledge and skills to excel in this complex art form. As you embark on this creative journey, this book will guide you through a carefully crafted flow. Beginning with the basics, the first part of the book will teach you how to add structure to an empty canvas and master the art of weight painting in Blender. You'll delve into the intricacies of rigging humanoid characters, gain a deep understanding of the essential buttons and techniques, and discover invaluable success-boosting tips. Starting with simple mesh deformation using a single bone, you'll progress steadily toward the mastery of fully rigging a human character, all while comprehending the reasons behind each step in the process. Furthermore, the book leaves you with a selection of advanced techniques, fully explained, paving the way for a natural progression in your artistic journey and allowing you to continuously refine and enhance your skills. By the end of the book, you'll excel at crafting character rigs, seamlessly meeting professional pipeline demands in diverse teams and studios. What you will learn Understand the basic terminology of rigging and learn how to create and modify rigs Find out how bones interact with topology Get to grips with weight painting through the mesh Know when and how to add constraints such as Inversion Kinetics, Point To, and Child Of Make rigs visually appealing with advanced techniques such as shape keys and bone drivers Familiarize yourself with advanced techniques used by industry leaders Who this book is for If you are an animator, modeler, or someone who wants to start rigging with a solid foundation, then this book is for you. You'll need no prior knowledge of Blender to get started with this book, as we'll go step by step with shortcuts and UI pointers provided.
Notes
Includes index.
Source of description
  • Description based on publisher supplied metadata and other sources.
  • Description based on print version record.
Contents
  • Cover
  • Title Page
  • Copyright and Credits
  • Contributors
  • Table of Contents
  • Preface
  • Part 1: An Introduction
  • Chapter 1: Introduction to Rigs and Terminologies
  • Technical requirements
  • Terminology - understanding the anatomy of a bone
  • Bone transforms
  • Understanding the structure of a rig
  • Starting with Blender
  • Setting up Blender
  • Summary
  • Chapter 2: Starting with Bones
  • Adding objects to the scene
  • Selecting objects
  • Adjusting our view
  • Placing our first bones
  • Using Pose Mode
  • More on transforms
  • Part 2: Rigging
  • Chapter 3: Using Weighting Tools to Give Life to a Mesh
  • Creating a mesh
  • Selection modes
  • Continuing with vertices
  • Adding loops
  • Prelude to painting
  • Painting begins
  • Final piece
  • Chapter 4: Beginning the Rigging Process
  • Understanding the core ideas behind rigging
  • Setting up the model
  • Fixing scale, rotation, and origin
  • Starting the rigging process
  • Spine
  • Legs
  • Arms
  • Hands
  • Neck and head
  • Bone roll
  • Naming and mirroring
  • Renaming bones
  • Mirroring
  • Chapter 5: Getting Started with Weight Painting
  • Setting up empty weights
  • Rigging the feet
  • Understanding mesh seams and overlaps
  • Rigging the knee
  • Rigging the hips
  • Fixing clipping on the hips
  • Rigging the spine
  • Rigging the hands
  • Part 3: Advanced Techniques
  • Chapter 6: Using IK and Rig Controls
  • Understanding IK and FK
  • Forward Kinematics
  • Inverse Kinematics
  • Understanding the effects of IK and FK in animation
  • Preparing for IK
  • Pre-bending IK chains
  • Adding control bones
  • Adding the IK constraint
  • Chain length
  • Pole angle
  • Use Tail
  • Weight Position, Rotation, and Influence
  • Applying IK to the legs
  • Constraints on handles
  • Chapter 7: Getting Started with Shape Keys.
  • Introducing shape keys
  • Example of poor deformation
  • Making a shape key
  • Editing a shape key
  • Using drivers
  • Creating a driver
  • Driver setup
  • Testing the driver
  • Adjusting drivers
  • Drivers Editor
  • Mirroring shape keys
  • More shape key ideas
  • Chapter 8: Beyond the Basics
  • Wrist bone twisting
  • Topology in deformation
  • Bendy bones
  • Damped Track
  • Add-ons to expand your toolbox
  • Index
  • Other Books You May Enjoy.
ISBN
1-80324-825-4
OCLC
1425802692
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