DVD training 8: Humane Rigging - Blender Store
DVD training 8: Humane Rigging



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 DVD training 8: Humane Rigging
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By Nathan Vegdahl

Humane Rigging is a new training DVD in the Blender Open Movie Workshop series.

With approximately 6 hours of information-packed video, Nathan's friendly and humorous style of teaching will provide viewers with a solid education in designing and building user-friendly rigs in Blender 2.6. The viewer will come away not with mere step-by-step knowledge of how to build specific rigs, but rather will gain a solid conceptual background in Blender rigging tools and how to exploit them to build and design their own rigs. Emphasis is placed on designing rigs that are friendly for animators.

Rig deformations are touched on enough to get by, but are not covered deeply. They will be covered in-depth in future training material. The focus of this DVD is rig controls.

(Watch the teaser and an example chapter by clicking on the images below)

  • Approximately 6 hours of videos
  • Uses Blender 2.6x
  • Licensed as Creative Commons 3 Attribution
  • By Purchasing this DVD you support the Blender Foundation projects.

    DVD Contents:

  • All of the blend files, before and after rigging.

  • Introduction:
  • Philosophy of Rigging
  • Brief overview of Blender rigging tools

  • Chapter 1, 2D Bouncy Ball:
  • Axis locking
  • Parent-child relationships
  • Introduction to constraints
  • Introduction to drivers
  • Armatures
  • Custom bone shapes

  • Chapter 2, Mr. Squeegee Feet:
  • Rigging in parts
  • Rigging for requirements
  • Inverse Kinematics
  • Control alignment
  • Organizing with armature layers
  • Simple IK legs
  • Simple feet
  • Eye balls
  • Root bone

  • Chapter 3, 3D Bouncy Ball:
  • 3D rotation concepts
  • Axis-angle rotations
  • Euler rotations
  • Quaternion rotations
  • Drivers types
  • Custom bone shapes in false places
  • Constraint spaces

  • Chapter 4, Mr. Hotdog:
  • Action constraints
  • Advanced constraint usage
  • Advanced inverse kinematics
  • IK/FK switch
  • Switchable parent-child relationships
  • Isolating control rotation
  • Custom properties
  • Modifier basics
  • Armature deform basics
  • Advanced control alignment
  • Building your own custom bone shapes
  • Spine precursor
  • Eye ball improvements
  • IK/FK arm
  • Fingers

  • Chapter 5, Mr. Biped:
  • Advanced spine rig
  • Head/neck rig
  • Foot roll
  • Palm curl
  • Improved finger rig
  • Shoulders
  • Bone groups / Control coloration

  • Chapter 6, Character Linking:
  • Library linking
  • Object groups
  • Blender proxy system
  • Setting up rigs to be used in multiple scenes


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