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3d:rigging [2025/05/15 11:32] – [Naming conventions] 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. |