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

O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Kelly, Jaime, author.
Language:
English
Subjects (All):
Blender (Computer file).
Computer graphics.
Rigging (Computer animation).
Physical Description:
1 online resource (164 pages)
Edition:
1st ed.
Distribution:
London : Bloomsbury Publishing (UK), 2025.
Place of Publication:
Birmingham, UK : Packt Publishing, 2024.
System Details:
text file rdaft
Biography/History:
Kelly Jaime: Jaime Kelly is a freelance artist with over five years of experience with works in animation, rigging, and 3D design. He has worked within all manners of industries, including product promotion materials, animated media such as animated breakdowns of systems in training material, and, of course, 3D rigging for pre-rendered and real-time media.
Summary:
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.
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.
Notes:
Includes index.
ISBN:
9781803248257
1803248254
OCLC:
1425802692

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