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A Complete Guide to Character Rigging for Games Using Blender

by Armin Halač

From character model to game-ready rig

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Paperback New English

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AlbakiReads Editorial

From character model to game-ready rig

Armin Halač’s guide focuses on the technical work of building character rigs in Blender for video games. It connects rigging theory with examples of how that theory informs practical decisions, then walks through applying the techniques during rig creation. The book also gives specific attention to character deformation, linking it to the visual quality of models and their animation. At 278 pages, it offers a structured introduction to the tools and methods involved in taking a static character model toward an animation-ready, performance-conscious game rig.

Good fit for readers who enjoy

  • People studying game animation who want to learn character rigging in Blender.
  • Early-career rigging artists, character animators, and modeling artists.
  • Technical animators and technical artists working with game characters.

Themes

Character rigging for video gamesBlender tools and techniquesRigging theory and practical applicationCharacter deformation and visual quality

Based on publisher information and book metadata.

Book overview

This book is a comprehensive guide to using Blender to create character rigs for games, breaking down the technicalities of rigging tools and techniques into easily digestible chunks. It provides all the tools needed to go from a static character model to an animation-ready, high quality, and fast performing game rig.

Written to be accessible and easy to follow, the book covers character rigging theory that is supported by industry standard examples of how to apply that theory to character rigs for video games. It demonstrates the reasoning behind rigging decisions followed by instructions and examples on how to apply that knowledge to rig creation. It includes chapters that focus on the character deformation techniques that raise the visual quality of the model and subsequently of the animation and game it will be used in.

This book will be vital reading to those studying games animation as well as early-career rigging artists, character animators, modeling artists, technical animators, and technical artists.

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