Difference between revisions of "Rigging"

From polycount
Jump to: navigation, search
(Community Rigs)
(PEN Productions - Tutorials)
Line 16: Line 16:
 
* [http://www.polycount.com/forum/showthread.php?t=68446 Wrinkle Map Wiring in 3dsMax] by [http://vigville.com/ Mark  "Vig" Dygert]
 
* [http://www.polycount.com/forum/showthread.php?t=68446 Wrinkle Map Wiring in 3dsMax] by [http://vigville.com/ Mark  "Vig" Dygert]
 
* [http://boards.polycount.net/showthread.php?p=1021761#post1021761 3ds  Max - Cloth Sim to Bones] by [http://www.vigville.com Mark  "Vig" Dygert]
 
* [http://boards.polycount.net/showthread.php?p=1021761#post1021761 3ds  Max - Cloth Sim to Bones] by [http://www.vigville.com Mark  "Vig" Dygert]
 +
* [http://www.paulneale.com/tutorials.htm PEN Productions - Tutorials] for 3ds Max rigging etc., by Paul Neale
 
* [http://www.hyperent.com/Hyp-Tutorial-Cloth-001.php Multi Layer Cloth Basics] by [http://www.hyperent.com/ Paul  Hormis]
 
* [http://www.hyperent.com/Hyp-Tutorial-Cloth-001.php Multi Layer Cloth Basics] by [http://www.hyperent.com/ Paul  Hormis]
 
* [http://www.hyperent.com/Hyp-Tutorial-Cloth-002.php Creating Collision Meshes Using Conform Wrap] by [http://www.hyperent.com/ Paul Hormis]
 
* [http://www.hyperent.com/Hyp-Tutorial-Cloth-002.php Creating Collision Meshes Using Conform Wrap] by [http://www.hyperent.com/ Paul Hormis]

Revision as of 13:43, 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