3D Character Rigging in Blender Bring Your Characters to Life Through Rigging and Make Them Animation-Ready

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...

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Detalles Bibliográficos
Otros Autores: Kelly, Jaime, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham, England : Packt Publishing [2024]
Edición:First edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009811331106719
Tabla de Contenidos:
  • 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
  • Summary
  • 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
  • Summary
  • 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
  • Summary
  • 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
  • Summary
  • 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
  • Summary
  • 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
  • Summary
  • Chapter 8: Beyond the Basics
  • Wrist bone twisting
  • Topology in deformation
  • Bendy bones
  • Damped Track
  • Add-ons to expand your toolbox
  • Summary
  • Index
  • Other Books You May Enjoy.