Difference between revisions of "Rigging"

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(Tutorials: Added Autodesk.jp rigging tutorial.)
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* [http://www.3dfiggins.com/writeups/paintingWeights/ Weight Painting] By Kiel Figgins
 
* [http://www.3dfiggins.com/writeups/paintingWeights/ Weight Painting] By Kiel Figgins
 
* [https://youtube.com/watch?v=xu73Yqgju14 Weight Painting (inside-out method)] By Dan Arata
 
* [https://youtube.com/watch?v=xu73Yqgju14 Weight Painting (inside-out method)] By Dan Arata
 +
* [http://area.autodesk.jp/column/tutorial/character_arpeggio/07_rigging_02/ 3ds Max Character Facial and Body Rigging] By Hiroyuki Akasaki (use [http://translate.google.com/translate?sl=ja&tl=en&u=https%3A//area.autodesk.jp/column/tutorial/character_arpeggio/07_rigging_02/ Google translate for English])
  
 
== Free Rigs ==
 
== Free Rigs ==

Revision as of 01:18, 19 February 2018

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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