Rigging

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Before a 3D model is passed to the animators, a skeletal system with bones and joints must be created to attach to that model.
This structure must be easy for the animators to manipulate. This process is called Rigging.
Following up on the core rigging principles you will learn in 3D pipeline in the first year, you will now dive into complex controller setups like IK-FK switches, reverse rigs, spline setups and apply these on different parts of a character.
Additionally, you need to make sure your model looks good no matter what pose it’s in.
To achieve this, you will use concepts like hierarchy, joints, constraints, skinning, inverse and forward kinematics,
attribute node connection, blendshapes, and deformers.

The aim is to create your very own character rig that is ready to be animated!

Technology used:
Autodesk Maya

Lecturer:
Maarten.Maene@howest.be