3d:rigging

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3d:rigging [2025/05/15 11:32] – [Naming conventions] 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.
  • 3d/rigging.1747301533.txt.gz
  • Last modified: 2025/06/02 21:19
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