1 option
A Complete Guide to Character Rigging for Games Using Blender / Armin Halac.
- Format:
- Book
- Author/Creator:
- Halač, Armin, author.
- Language:
- English
- Subjects (All):
- Blender (Computer file).
- Rigging (Computer animation).
- Three-dimensional display systems.
- Computer graphics.
- Video games--Programming.
- Video games.
- Physical Description:
- 1 online resource (297 pages)
- Edition:
- 1st.
- Place of Publication:
- Boca Raton, FL : CRC Press, Taylor & Francis Group, LLC, [2024]
- Summary:
- This book is a comprehensive guide to using Blender to create character rigs for games, breaking down the technicalities of rigging tools and techniques into easily digestible chunks.
- Contents:
- Cover
- Half Title
- Title Page
- Copyright Page
- Dedication
- Table of Contents
- Acknowledgments
- 1. Introduction
- What Is Rigging?
- Additional Resources
- 2. The Big Picture
- Character Design and Modeling
- Rigging
- Standardize
- Define Specifications
- Character Animation
- Export
- Game Engines
- 3. What Is a Game Rig
- Definition
- Export Limitations
- Base Skeleton
- Bone Scaling Animation
- Max Number of Influences
- 4. Blender Tools and Concepts
- Prerequisites
- About Blender
- Blender Version
- Initial Settings
- Load Previous Version Settings
- Context Sensitivity
- Selection
- Select All
- Select Linked
- Parent, Child, Siblings
- Select Under Cursor
- Draw Selection
- Transformation
- Transform Orientation
- Transformation Pivot
- Options
- Transforming without Gizmos
- Reset Transforms
- Hide and Unhide
- Data Objects
- Users
- Auto Cleanup
- Fake User
- Remove Unused
- Default Scene
- 3D Viewport Regions
- Object Origin
- Apply Transforms
- Snapping
- Snap During Transform
- Snap
- 3D Cursor
- Symmetry
- Outliner
- Collections
- Properties
- Modifiers
- Modifier Stack
- Units
- Import, Link, Append
- Import
- Link
- Append
- Animation
- Actions
- Dope Sheet
- Timeline
- Graph Editor
- Drivers
- Nonlinear Animation
- Quick Favorites
- Preferences
- Operators
- Blender Python API
- Add-ons
- 5. 3D World and Transformation
- World Space
- Vectors and Translation
- Euler Rotation
- Rotation Order
- Gimbal Lock
- Quaternion Rotation
- Scale
- Parenting, Local and Pose Space
- Order of Execution
- 6. Armatures
- Fundamentals
- Modes
- Object
- Edit
- Pose
- Rest Pose
- Pose Apply
- Armature Properties
- Skeleton
- Bone Groups
- Viewport Display
- Selection Sets
- 7. Bones
- Structure
- Edit vs Pose Mode
- Bone Properties.
- Transform
- Bendy Bones
- Relations
- Inverse Kinematics
- Deform
- Custom Properties
- Item Panel
- Creation
- Add
- Extrude
- Duplicate
- Subdivide
- Ctrl + Click
- Fill
- Editing
- Move
- Rotate
- Using Pivots
- Snap to Cursor
- Snap to Bone
- Snap to Geometry
- X Symmetry
- Roll
- Switch Direction
- Align Bones
- Delete and Dissolve
- Separate and Join
- Symmetrize
- Parenting
- Parent
- Clear Parent
- 8. Mesh Topology and Deformation
- Introduction
- Mesh Elements
- Vertex
- Edge
- Face
- Normals
- UV Maps
- High Poly vs Low Poly
- Grid Division vs Form Describing
- Edge Flow
- Triangles
- Joint Topology
- Outer Side
- Inner Side
- Conclusion
- Twist Support Edges
- Mesh LODs
- Overlapping Geometry
- Uniform Meshes
- Base Mesh
- Bind Pose
- Proportions
- Legs
- Arms
- Hands and Fingers
- Shape Keys (Blendshapes)
- Non-Manifold Geometry
- Gravity
- 9. Scene and Model Preparation
- Workspace
- Model Preparation
- Import/Append
- Position, Size, Rotation
- Mesh Cleanup
- 10. Naming
- Foundation
- Naming Tools and Shortcuts
- Naming Convention
- Prefixes
- Side Identifiers
- 11. Rig Creation Approach
- Rig Layers
- Deformation Skeleton
- Intermediate Skeleton
- Rig Mechanics Bones
- Control Bones
- Symmetrization
- Cleanup
- 12. Root Bone
- Make the Armature
- Armature Transform Workaround
- 13. Body Deformation Skeleton
- Torso
- Leg
- Upper Leg
- Knee
- Ankle
- Toes
- Angle Check
- Shoulder and Arm
- Shoulder
- Upper Arm
- Elbow
- Wrist
- Fingers
- Thumb
- Neck and Head
- Twist Bones
- Summary
- 14. Bone Orientations
- Bone Orientation Convention
- Setting the Roll
- The Roll Value Is Irrelevant
- Recalculate Roll
- Local Tangent
- Global Axis.
- Active Bone
- View Axis
- Cursor
- 15. Body Skeleton Orientations
- Root and Prop Bones
- Torso, Neck, and Head
- Arm
- Hand
- 16. Weights
- Linear Blend Skinning
- Vertex Groups
- Armature Modifier
- Binding
- Fixing the Heat Map Failed Error
- Normalize Weights
- Smooth Weights
- Mirror Weights
- Limit Total
- Weight Paint Mode
- Bone Manipulation
- Vertex and Mesh Selection
- Display Settings
- Influence Lock
- Assign Automatic From Bones
- Set Weights
- Weight Paint Tools
- Brush Presets
- Brush Settings
- Draw
- Blur
- Average
- Smear
- Gradient
- Falloff
- Useful Shortcuts
- 17. Weight Painting Method
- The Method
- Lock
- Mesh Preparation
- Workspace Preparation
- Presets
- Viewport Settings
- Auto Normalize and Symmetry
- Demonstration
- Branch Bone, Lock
- Branch Bone, Section
- Branch Bone, Transition
- Top Bone, Lock
- Top Bone, Section
- Top Bone, Transition
- 18. Weighting the Body
- Thumb and Fingers
- Mirror
- 19. Weight Transferring Techniques
- Data Transfer Modifier
- Separate, Join, and Merge Geometry
- Layered Geometry
- Shells
- Selective Inue fl nce
- Rigid Pieces
- Mirror Modifier Technique
- Intermediate Mesh Technique
- 20. Bone Constraints
- The Constraint Stack
- Header
- Target and Owner
- Spaces
- World
- Custom
- Local with Parent
- Local
- Local (Owner Orientation)
- Creating and Removing Constraints
- Add (With Targets)
- Delete and Clear All
- Copy and Copy Constraints to Selected Bones
- Dependency Cycle
- 21. Essential Constraints
- Copy Location
- Copy Rotation
- Mix Modes
- Copy Scale.
- Copy Transforms
- Damped Track
- Stretch To
- Locked Track
- Rotation Mode
- Action Constraint
- Common Issues
- 22. Dealing with Clutter
- The Problem
- Different Bone Lengths
- B-Bone Thickness
- Bone Layers
- Hide Bones
- Clip Regions
- Material Preview + X-Ray
- 23. B-Bone Rigging
- Base Setup
- Twist Distributor
- B-Bone Chain
- Layered B-Bones
- Attaching Bones to B-Bones
- B-Bone Twists
- B-Bone Curves
- 24. Drivers
- Creating and Removing Drivers
- Create Driver
- Copy/Paste
- Copy as New Driver
- Delete
- Driver Editor
- Driver Types
- Driver Variables
- Single Property
- Transform Channel
- Rotational Difference
- Distance
- Expressions
- Variables
- Literals
- Globals
- Constants
- Arithmetic Operators
- Comparison Operators
- Logical Operators
- "If" and "else"
- Standard Functions
- Blender Provided Functions
- 25. Rig Building Blocks
- Control Bone
- Custom Meshes
- Forward Kinematics Chain (FK)
- Rotation Isolation
- Rotation Switch
- Inverse Kinematics Chain (IK)
- Pole Target Placement
- Blending
- Tweak Chain
- 26. Body Rig
- Rules
- We are Rigging the "INT" Bones
- Parent to "INT-" Bone
- Parent IK to World Control
- Disable Deform on Non-Deform Bones
- Name Your Bones
- The Deformation Skeleton
- The Intermediate Skeleton
- Root Control
- Body Control
- Movable Pivot
- Pelvis
- Chest
- Abdomen
- Head and Neck
- Neck Setup
- Arm and Hand
- FK Arm
- IK Arm
- Arm IK/FK Blend
- Twist and Bend Setup
- Arm Rig Summary
- Metacarpals
- Fingers and Thumb
- FK Leg
- IK Leg
- Leg IK/FK Blend
- Inverse Foot
- Adding the Bones.
- Twist
- Bank
- 27. Correctives
- Angle Reader
- Elbow and Knee Correctives
- Elbow Bones
- Corrective Bone Weights
- Bringing it Together
- Shoulder and Hip Correctives
- 28. Facial Rigs
- Types of Facial Rigs
- FACS
- Freeform
- Standard ARKit Shapes
- Shape Creation Using Audio2Face
- Shape Key Transfer
- Connecting Shapes to Bones
- Direct Connection
- Inverted Connection
- Adjusted Motion Range
- Shape Combo
- Eye Rotation
- 29. Cloth and Hair
- Bone Distribution
- Example Setup
- 30. Space Switches
- Space Switch Setup
- Custom Property
- Armature Constraint
- Copy Global Transform Add-On
- 31. Props
- Prop Bones
- How to Animate Props
- 32. Rig Finalizing
- How Modes Affect Animation
- Channel Lock and Limit
- Visibility Layers
- Colors
- Scene Cleanup
- Pose Library
- 33. Animation
- Linking and Library Overrides
- Relative Versus Absolute Paths
- Forcing a Linked Object to Update
- Framerate
- Keyframes and Keying Sets
- In-Between Tools
- NLA
- Discontinuity (Euler) Filter
- Preview Rendering
- Rotation Order and Mode
- 34. Export
- Skeleton and Mesh
- All Actions
- Single Action
- Selection of Actions
- Index.
- Notes:
- <P>Chapter 1: Introduction.</P><P>Chapter 2: The Big Picture. </P><P>Chapter 3: What Is a Game Rig. </P><P>Chapter 4: Blender Tools and Concepts. </P><P>Chapter 5: 3D World and Transformation. </P><P>Chapter 6: Armatures. </P><P>Chapter 7: Bones. </P><P>Chapter 8: Mesh Topology and Deformation. </P><P>Chapter 9: Scene and Model Preparation. </P><P>Chapter 10: Naming. </P><P>Chapter 11: Rig Creation Approach. </P><P>Chapter 12: Root Bone. </P><P>Chapter 13: Body Deformation Skeleton. </P><P>Chapter 14: Bone Orientations. </P><P>Chapter 15: Body Skeleton Orientations. </P><P>Chapter 16: Weights. </P><P>Chapter 17: Weight Painting Method. </P><P>Chapter 18: Weighting the Body. </P><P>Chapter 19: Weight Transferring Techniques. </P><P>Chapter 20: Bone Constraints. </P><P>Chapter 21: Essential Constraints. </P><P>Chapter 22: Dealing with Clutter. </P><P>Chapter 23: B-Bone Rigging. </P><P>Chapter 24: Drivers. </P><P>Chapter 25: Rig Building Blocks. </P><P>Chapter 26: Body Rig. </P><P>Chapter 27: Correctives. </P><P>Chapter 28: Facial Rigs. </P><P>Chapter 29: Cloth and Hair. </P><P>Chapter 30: Space Switches. </P><P>Chapter 31: Props. </P><P>Chapter 32: Rig Finalizing. </P><P>Chapter 33: Animation. </P><P>Chapter 34: Export. </P>
- Includes bibliographical references and index.
- Description based on print version record.
- Other Format:
- Print version: Halač, Armin A Complete Guide to Character Rigging for Games Using Blender
- ISBN:
- 1-000-93478-0
- 1-00-326316-X
- 1-003-26316-X
- 1-000-93475-6
- 9781003263166
- OCLC:
- 1400088704
The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.