Chapter 8. Rat Cowboy – Learning To Rig a Character for Animation

This chapter will cover the rigging and the skinning of a character. This character will be a Rat Cowboy that has been already modeled for you. Here, you will understand what the rigging process involves. We will start by placing deforming bones. After this, we will learn how to rig these bones with controllers and constraints such as IK or Copy. Then, we will skin our character so that the mesh follows the deforming bones. As a bonus, you will learn how to use shape keys in order to add some basic facial controls that will be controlled by drivers. The rig, which is covered here, will be basic, but you will have all the necessary knowledge to go further. We are going to use this rig to animate our character in the next chapter. Enjoy!

In this chapter, we will cover the following topics:

  • Making a symmetric skeleton
  • Using the basic bones constraints
  • Rigging the eyes
  • Correcting the deformation of the meshes with weight painting
  • Improving the accessibility of the rig with custom shapes
  • Using shape keys

An introduction to the rigging process

We are now going to discover the process of character rigging. The point of this is to prepare objects or characters for animation in order to pose them in a simple way. For instance, when rigging a biped character, we will place virtual bones that mimic the character's real skeleton. Those bones are going to have relationships between them. In the case of a finger, for instance, we will usually add three bones that follow the phalanges. The tip bone will be the child of the mid bone, which in turn will be the child of the top bone. So when we rotate the top bone, it will automatically rotate its children. On the top of the network of the bones, we will need to add some constraints that define automation so that it is easier for the animator to pose the character. The next step is to specify to the geometry to follow the bones in some way. For instance, in the case of a character, we will tell Blender to deform the mesh according to the deformable bones. This stage is called Weight Painting in Blender and Skinning is a common term, too. However, we will not always face a case where skinning is necessary. For instance, if you have to rig a car, you will not want to deform the wheels, so you will create a bone hierarchy or constraints in order to follow the rig. The entire process could be tricky at some point, but mastering the rigging process allows you to better understand the animation process and is the reason why having a good topology is so important.

Note

Anatomy of a bone in Blender

A bone has a root and a tip. The root corresponds to the pivot point of the bone, and the tip defines the length of the bone. Bones can have a parent-child relationship in two ways. The first method is by connecting them, so the root of the child is merged with the tip of its parent. The other method is by telling Blender that they are visually disconnected while still having a parent/child relationship. Each bone has a roll that corresponds to its orientation on itself. When manipulating an Armature object, you can be in the Edit Mode to create the network of the bones and set their relationships, or you can be in the Pose Mode where you can pose the rig as if you were posing a marionette.

An introduction to the rigging process
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