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Joints
Sometimes called bones, you can think of joints for rigging in the same way you think of joints in a human body.
They basically work in the same way. Joints are the points of articulation you create to control the model. For
instance, if you were to rig a characters arm you would want to place a joint for the upper arm, another joint for the
elbow and another joint for the wrist, which allows the animator to rotate the arm in a realistic way.
Driven Keys
To speed up the animation process for the animators, a rigging artist
can utilize driven keys when rigging a character. Driven keys allow you
to use one control or object to drive multiple different objects and
attributes. In the example we can use a driven key to control the fist
A driven key contains two parts: the driver and the driven. The driver
is the object in control of the animation. The driven is the objects and
attributes that are being controlled by the driver. Typically for regular
keyframes an attribute has values keyed to time in the time slider. For
a driven key, the attribute has values keyed to the value of the driving
attributes. The driver can be another object, or in the case of the
Driven
Driver
RIGGING TERMS
IK (Inverse Kinematics)
Animate bones by going up the hierarchy.
Great for keeping the hand planted while
animating the uppper body.
FK (Forward Kinematics)
Animate bones by moving down
the hierarchy, or forward. Great for
smooth arcing movements.
KINEMATICS
FK (Forward Kinematics)
IK (Inverse Kinematics)
more time than IK, but can give the animator much
more control of the poses. Most times riggers will
incorporate both FK and IK into the rig to meet the
animators needs.
RIGGING TERMS
Constraint
Constraints are very important in both the rigging and animation process. Typically your 3D application will have
several options for constraining. Constraints limit an objects position, rotation and scale based off the attributes
of the parent object. For example, by taking two separate spheres, applying a parent constraint, and then deciding
which is the parent and which is the child, you can select just one and the other will follow the parent.
Constraint
Control Curve
Control Curves
Control curves are created by the rigger to assist the animator in manipulating joints within the rig. Typically a rig
consists of many components that need to be manipulated to move the character in the desired pose. This can be
very difficult to do without control curves because the animator would need to hide the mesh to see the skeleton
Control curves are typically simple NURBS curves placed outside of the character so the animator can easily select
the curve to position the character instead of the actual joint.
RIGGING TERMS
within the character and try to determine which joint manipulates the elbow, for example.
Deformers
Skinning
Weight Painting
Skinning
RIGGING TERMS
Deformers
Facial Rigging
When creating complex character rigs the facial rig setup is often
a whole different monster. A typical joint or bone setup doesnt
work well for a facial rig other than having a joint for the jaw bone
because facial movement often requires very stretchy and organic
motion. Instead of a normal joint setup, facial rigging usually requires
deformers (mentioned on previous page) and blend shapes.
Blend Shapes
A blend shape, or morph depending on your 3D application, allows you
to change the shape of one object into the shape of another object.
When rigging, a common use for blend shapes is to set up poses for facial
animation. This might be lip sync poses or more complex expressions like a
smile or frown. You can tie all these new poses into the original face mesh
and have it operate all on one control slider.
For example, if you want to raise an eyebrow you can model a face pose
with one eyebrow raised, connect it to a blend shape and using the slider
with a value of 0 to 100 to either raise or lower the eyebrow. This is a great
way for the animator to be able to quickly make face poses without having
to move individual facial controls around. There are some downsides to
using blend shapes for facial poses, because the editability can be limited.
Riggers often will give the animators both blend shape options and
traditional control points to use them in conjunction.
Right Brow
RIGGING TERMS
Left Brow