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Introduction to Rigging Rigging is the process of creating a system that allows for appropriate deformation of 3D models for animation purposes. The term rigging is a very general term that covers a wide range of skills necessary for the setting up of a character/prop for animation. A character rig is a system of controls that allow an animator to manipulate and pose a character without having to deal with the often complex construction and composition of a character’s mesh, skeleton and other systems used to deform the mesh. There are essentially three stages to successful character rigging: 1) Character modelling (with the requirements of rigging in mind) Note: a rig doesn’t necessarily involve deformations. Eg. A rig can be used to animate the various parts of a car. The result of a good character rig is… Ease in animation. A good rig is an unbreakable rig… but experience shows that animators in moments of frustration can and will break your rig. The task of rigging for prop, characters and special FX is the role of the Technical Director. The simpler a rig is to use is often inversely proportional to the complexity of rig setup. Your first rig will always be your most frustrating and difficult to animate. Gradually as your rig improves you will see that your animation will also improve. Script Analysis for rigging Before even considering the particularities of a rigging setup it is essential to scrutinise your script/storyboard and analyse all the kinds of movements your characters/props will make during the course of the story. It is a fruitless exercise to try and create a rig that can achieve all conceivable poses. For a scene/story you should sit down and list the nature of all movements. Your non-dialog narrative should give you a starting point for this analysis. Having a list of required movements for each character delimits the rigging task, laying out all of the rigging challenges. Modelling for rigging As a central part of rigging requires the realistic deformation of your character’s mesh it is important to understand how your character will move before you start the modelling process. Deformation usually requires the stretching or twisting of certain areas of your mesh. In the analysis of character movements you need to think about which parts of the mesh will have to stretch in order to attain a certain movement or posture For example: 1) For an arm to bend the skin around the elbow has to stretch BUT the
skin between the shoulder and elbow does not have to stretch.
Character Mean This is the default pose of the character. This is derived from taking the two greatest angles a joint will bend to in both directions, and setting the default position of the limb halfway between the two. So when you are creating your Visual Style Guide and character models, make sure you have your characters in a pose that satisfies the character mean based on your analysis of character movements in the script. Typically people would model bipeds in the traditional T form or Jesus position, but your character model sheets should take into consideration the limits of movement. This helps reduce ugly deformations. The Joint Tool We will begin with the legs, press F2 if you are not already in animation mode, and then select SKELETON > JOINT TOOL
Front View
Within your Outliner, rename the joints, starting from the first one, like this
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