Graphics Reference
In-Depth Information
Chapter 9
Rigging and Skinning
Objectives
An iterative method for rigging, skinning, and testing
A practical example
Testing your rig
A fi nal example of fi xing a rigging problem
A checklist for preparing rigged characters for life as a library
Inbox
Coming into this chapter, you need:
Completed character models
A working knowledge of armature creation
A story reel and a good idea of the motions your characters will achieve
An Iterative Method for Rigging, Skinning, and Testing
Rigging and skinning is the art of adding controls to your characters so they can be posed and animated
according to the needs of your project. The rigging/skinning combination is probably the most technically
demanding, and is often the most frustrating step in the entire process of creating a short animation. Some peo-
ple are rigging geniuses. Most likely, you are not, and neither am I. That's okay, though. We're going to intro-
duce some simple steps and concepts in rigging and skinning that will allow your characters to be fl exible to
different situations, as well as to introduce refi nements as you go that won't destroy all of your previous work.
You don't have to create your rig from scratch. There are a number of great ones freely available for you to
use in your own projects. Even if you plan to take advantage of someone else's genius, you will need to know
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