Difference between revisions of "Rigging"

From polycount
Jump to: navigation, search
(3ds Max - Cloth Sim to Bones)
(MEL Scripting for Animators)
Line 23: Line 23:
 
* [http://www.rigging101.com/ Rigging 101] by [http://www.javiersolsona.com/ Javier Solsona] Maya rigging tutorials and resources
 
* [http://www.rigging101.com/ Rigging 101] by [http://www.javiersolsona.com/ Javier Solsona] Maya rigging tutorials and resources
 
* [http://www.anzovin.com/products/tsm2maya.html The Setup Machine] Maya rigging made simple
 
* [http://www.anzovin.com/products/tsm2maya.html The Setup Machine] Maya rigging made simple
* [http://www.insomniacgames.com/research_dev/articles/2010/1525305 MEL Scripting for Animators] from Insomniac Games
+
* [http://www.insomniacgames.com/tgc-mel-scripting-for-animators/ MEL Scripting for Animators] from Insomniac Games
 
* [http://www.3dfiggins.com/writeups/paintingWeights/ Weight Painting] By Kiel Figgins
 
* [http://www.3dfiggins.com/writeups/paintingWeights/ Weight Painting] By Kiel Figgins
  

Revision as of 13:48, 19 May 2016

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


Personal tools
Namespaces

Variants
Actions
Navigation
Tools