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| Both sides previous revision Previous revision Next revision | Previous revision | ||
| 3d:rigging [2025/04/14 22:09] – [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. | ||
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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 |