3D Computer Animation
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Instruction Pages by Wobbe F. Koning
General Animation 3D Modeling 3D Animation Shade/Light/Render Post Production Resources

Notes on Rigging

Workflow and tips

  • Never rotate joints when building a skeleton.
    Joints should rotate automatically to point to the next joint in the chain.
  • When animation: ONLY rotate joints and never move them
    Moving a joint will change the length of the bone connecting it to the previous bone in the chain.
    When animating you will of course be moving IK handles.
  • Prepare for blend shapes before skinning / weight painting.
  • Start weight painting after your rig is functioning properly and your model is final.
  • Do not scale your character (Mesh) and or a Rig after skinning.
    When set up properly scaling the master controller should work
  • The Mesh (object) controlled / deformed by a skeleton should NEVER be parented to controller(s) / Rig.
    If the mesh is moved by the same (master) controller that moves the joints that move the mesh, the mesh gets moved twice resulting in a doubling of all transfomations.

Adding Joints

If you add joints to a skeleton after you skinned (bound) the mesh, you can add them to this skin bind using:
Animate → Skin → Edit Smooth Skin → Add Influence

Moving Skinned Bones

You can still move joints after you skin your object, by using Animate Menu → Skin → Edit Smooth Skin → Move Skinned Joints Tool. Make sure to leave the tool (hit q to get back into select mode f.i.) before doing anything else!


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