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3d:rigging [2025/04/09 14:47] – [Weight Painting] mh | 3d: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 **'' | Meshes are attached to the bones following the same parenting process **'' | ||
+ | |||
+ | 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 **'' | Once that is done, select the entire armature and **'' | ||
+ | ---- | ||
+ | |||
+ | === 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 '' | The naming convention '' | ||
- | To rig a basic humanoid, it's useful to have it in a T shape pose facing forward. | + | When rigging |
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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 === |