Learn to rig a human skeleton with Blender: creating bones, setting up inverse kinematics and controller shapes, and attaching the mesh to the rig.
Overview
Syllabus
Introduction
- Welcome
- Using the exercise files
- Importing the mesh and setup of the scene environment
- Creating the root and spine bones
- Creating the neck, head, and leg bones
- Creating the leg IK (inverse kinematics)
- Creating the foot bones
- Creating the foot IK bones
- Creating the arm and hand bones
- Creating the arm IK bones
- Creating controller shapes and assigning them to bones
- Modifying the rotation, position, and scale of controller shapes
- Creating custom controller shapes
- Creating custom controller shapes for the foot
- Duplicating the left arm and leg bones to the right side of the body
- Initial weighting of the mesh to the bones
- Adjusting the weight painting of the mesh to the bones
- Goodbye
Taught by
Ron Friedman