From the course: Create an Animated Character in Blender 2.9
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Testing the rig
From the course: Create an Animated Character in Blender 2.9
Testing the rig
- [Narrator] The last part of the rigging process should be to go through and just test the rig and see if there are any problems. The first thing I like to do, is to just grab this root bone here, this root control and hit G and just move it around and see if there's any problems. So I'll hit G and move and look at this. We've got a problem here. So this is what we're looking for. This is good. So let's come over here and select the mesh here, and let's try and figure out what this is. So this ring, this edge right here, should be where, it looks like it's up at the top of the leg. I'll press Alt + Z to take a look here. Yeah, it looks like it's that top edge of the leg. If we hit the N key and select one of these points, we can see there's no weight whatsoever on these. And what that means is, there's just no influence from any of the bones in the rig. So since Blender doesn't know what bone to associate these points…
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Contents
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Placing the joints of the rig12m 24s
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Adjusting the finger joints8m 46s
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Placing the joints of the face10m 7s
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Continuing the face joints8m 17s
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Modeling the eyelids9m 46s
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Arranging the joints of the eyelids6m 23s
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Completing the MetaRig3m 45s
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Adjusting alignment of the rig8m 48s
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Rig layers and control objects7m 49s
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Modifying the control objects5m
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Binding the rig10m 41s
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Parenting the eyes, hair, and teeth8m 15s
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Adjusting the character weights10m 16s
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Assigning weights to the leg13m 3s
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Finishing the leg weights13m 32s
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Adjusting the torso weights8m 31s
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Assigning weights for the fingers14m 49s
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Assigning weights for the arm13m 34s
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Adjusting the weights of the face11m 11s
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Creating a shape key for eye blinks7m 46s
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Testing the rig13m 9s
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