From the course: Blender: Character Rigging with BlenRig

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Weight painting the hands

Weight painting the hands

- [Narrator] In this section we'll work on splitting out the hands and the head from the deform cage so that we can have more detailed control of the fingers and the face. To do that we first need to create a vertex group for the body. So I'll select the body and come over here to the data panel and in the vertex group display here I'll click the plus icon and let's change the name to something like no deform cage, so we know what that is. Next we'll add an armature modifier to this body object right here, and we'll bring it up to the top of the stack. I'll click the arrows here to bring it up to the top. Now the object we're going to be using is of course our biped blend rig. We want to preserve volume since it will be working with such small detailed objects like the fingers, and for the vertex group to be used we'll just use the one we just created and also we'll put that same vertex group in the mesh deform modifier right down here. But in this modifier what we'll do is we'll…

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