3d:rigging

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3d:rigging [2025/04/09 14:46] – [Generating the rig] mh3d:rigging [2025/06/02 21:23] (current) – external edit 127.0.0.1
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 It's best to **Apply scale** before parenting a mesh to an armature. It's best to **Apply scale** before parenting a mesh to an armature.
  
-Keeping a slight bend on arms and legs can help a lot in the rigging process. +Keeping a slight bend on arms and legs can help in the rigging process.
- +
-==== Attaching Bones ====+
  
 Bones can be made to display on top of meshes in **Data > Viewport Display >> In Front**. Bones can be made to display on top of meshes in **Data > Viewport Display >> In Front**.
 +
 +==== Attaching Bones ====
  
 Meshes are attached to the bones following the same parenting process **''CTRL'' + ''P''** as with meshes. Meshes are attached to the bones following the same parenting process **''CTRL'' + ''P''** as with meshes.
 +
 +Select the mesh first, then the armature and the parenting drop down menu will propose different options for Weighting.
  
 Bones attach to the mesh's vertices (Vertex Groups), so take care the mesh has enough topology to follow the bones movements and rotations. Bones attach to the mesh's vertices (Vertex Groups), so take care the mesh has enough topology to follow the bones movements and rotations.
  
 +----
  
 === Bone Roll === === Bone Roll ===
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 Often the Z will be facing forward (but not always) and most of the time the X will stay parallel to the global X. Often the Z will be facing forward (but not always) and most of the time the X will stay parallel to the global X.
 +
 +----
  
 === Root bone === === Root bone ===
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 In terms of parenting, the hip controller should be parented to the root bone as well as any IK target, and the IK pole should be parented to the IK target to keep it always in front of the IK rig part. In terms of parenting, the hip controller should be parented to the root bone as well as any IK target, and the IK pole should be parented to the IK target to keep it always in front of the IK rig part.
  
 +----
  
 === Deform before Symmetrize === === Deform before Symmetrize ===
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 Once that is done, select the entire armature and **''RIGHT CLICK'' > Symmetrize**. Once that is done, select the entire armature and **''RIGHT CLICK'' > Symmetrize**.
  
 +----
 +
 +=== Bone Types ===
 +
 +In Edit and Pose modes, under **Data > Viewport Display** you can select different types of bones with the **Display As** option.
 +
 +When selecting **B-Bones** for **Bendy Bones** an additional option menu will appear in the **Bone** tab where you can add segments as well as other options.
 +
 +This is the only Bone type that has this segment property.
 +
 +----
 === Tips === === Tips ===
  
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 The naming convention ''.L'' or ''.R'' after the name of each bone helps Blender rename correctly the other side when the mirror is applied. The naming convention ''.L'' or ''.R'' after the name of each bone helps Blender rename correctly the other side when the mirror is applied.
  
-To rig a basic humanoid, it's useful to have it in a T shape pose facing forward.+When rigging a basic humanoid, it is generally done in a T-shape or A-shape pose facing forward.
  
  
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 When going into weight paint mode, select the entire armature first, then the mesh, then go into weight paint mode. If you only select the mesh it will only display the weight paint of the last selected bone. When going into weight paint mode, select the entire armature first, then the mesh, then go into weight paint mode. If you only select the mesh it will only display the weight paint of the last selected bone.
  
-This way you can **''ALT'' + ''LEFT CLICK''** the different bones to see their influence. It's possible in weight paint mode to select a bone and rotate it to visualize the influence it has on the mesh.+This way you can **''CTRL'' + ''SHIFT'' + ''LEFT CLICK''** (or **''ALT'' + ''LEFT CLICK''**the different bones to see their influence. It's possible in weight paint mode to select a bone and rotate it to visualize the influence it has on the mesh.
  
 The **color gradient indicates each selected bone's influence** on the mesh : red for 100% attachment to vertices and blue for 0%. The **color gradient indicates each selected bone's influence** on the mesh : red for 100% attachment to vertices and blue for 0%.
  
 When weight painting do not confuse the **Weight** property (ink color) to the **Strength** property (ink flow) When weight painting do not confuse the **Weight** property (ink color) to the **Strength** property (ink flow)
 +
 +----
  
 === Auto-Normalized === === Auto-Normalized ===
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 This will effectively remove the influence of other bones when painting up to 1 on a mesh for a given bone. This will effectively remove the influence of other bones when painting up to 1 on a mesh for a given bone.
 +
 +----
  
 === Brushes === === Brushes ===
  • 3d/rigging.1744202781.txt.gz
  • Last modified: 2025/06/02 21:19
  • (external edit)