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  • Book Overview & Buying Taking Blender to the Next Level
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Taking Blender to the Next Level

Taking Blender to the Next Level

By : Ruan Lotter
4.6 (5)
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Taking Blender to the Next Level

Taking Blender to the Next Level

4.6 (5)
By: Ruan Lotter

Overview of this book

If you're ready to start exploring the more advanced workflows and processes in Blender to create intricate 3D models, then Taking Blender to the Next Level is for you. This book focuses on a few different VFX-related workflows such as geometry nodes, organic modeling, 3D camera tracking, photogrammetry, sculpting, compositing, and physics simulations. You’ll learn how to use geometry nodes to create dynamic motion graphic scenes as well as perform 3D scanning of real-world objects using photogrammetry. You’ll also find out how to model, rig, and animate your own 3D characters from scratch. Next, you’ll progress to using simulations to break objects apart and then use cloth and hair simulations to add realism to your 3D creations. Finally, you’ll go over the final render settings and export your 3D animation masterpiece as a video. By the end of this Blender book, you’ll be able to model your own 3D characters, objects, and landscapes; rig, animate, and texture your characters; 3D track live-action footage; and composite your 3D characters into live-action scenes.
Table of Contents (19 chapters)
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1
Part 1: Modeling, Materials, and Animation Workflows
10
Part 2: Let's Do Some Physics
14
Part 3: Match Moving and Compositing

Rigging the character using Rigify

In this section, we will focus on the rigging process. We will start by adding bones or armature to our character, aligning the bones to our character's mesh. We will then convert the bones into a control rig using the Rigify add-on. At the end of this section, we will test the Rigify control rig, and we will also look at the difference between Inverse Kinematics and Forward Kinematics.

Rigging the upper part of the character

Let's get started:

  1. Ensure your character is in the middle of the world space and on top of the floor grid. Go into the front view by pressing 1 on the numpad or clicking the -Y axis icon in the 3D Viewport. Move the character using G and ensure that it's in the center, as shown in the following screenshot:

Figure 8.4 – Positioning your character model at the center of the grid

  1. Let's center the 3D Cursor by pressing Shift + S and selecting Cursor to World...

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