11. Character Rigging
Rigging is probably the most technical and complex part of the character-creation process. Your character exists, but it’s static: It needs a skeleton that moves and deforms the mesh properly so that you can animate it and bring it to life. In this chapter, you learn the basics of creating skeletons, rigging them (which means setting your skeleton up so that it works as expected and can be used intuitively and comfortably), and skinning them (which is the process that makes the skeleton deform the mesh as though it were skin). You also learn how to use Drivers to control the facial expressions of your character. When everything is ready, you set the character up to be reused in other scenes via linking or appending.
Understanding ...
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