Difference between revisions of "Rigging"

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== Free Rigs ==
 
== Free Rigs ==
* [http://www.polycount.com/forum/showthread.php?t=78223 Animators: Free rigged characters online?] from the Polycount forum
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* [http://www.polycount.com/forum/showthread.php?t=149037 Community Rigs] from the Polycount Forums
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* [http://www.polycount.com/forum/showthread.php?t=78223 Animators: Free rigged characters online?] from the Polycount Forums
  
 
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[[Category:Technical Art]][[Category:Rigging]][[Category:Animation]][[Category:Character]][[Category:Environment]][[Category:Props]]
 
[[Category:Technical Art]][[Category:Rigging]][[Category:Animation]][[Category:Character]][[Category:Environment]][[Category:Props]]

Revision as of 18:32, 28 March 2015

Rigging, or skinning, refers to the act of weighting a polygon mesh to a skeleton for the purposes of animation.

The "mesh" is the skin, and it is stuck to the "bones" of the animation rig, which form a skeleton that can then be manipulated by an Animator to pose and animate the model.

Rigged models include characters, vehicles, weapons, cloth, anything which needs to animate or deform in a game.

The skeleton rig can be a complex structure and is usually recreated to fit the unique requirements of each job. It is usually created by a Technical Artist or an Animator.

Skinning

The term Skinning usually refers to assigning bone weights to the vertices of the model. In the past skinning also meant painting a color texture for a 3D mesh, but this hasn't really survived past the Quake 3 era.

Tutorials

Free Rigs


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