Rigging basics for games

Learn the basics of rigging characters for games. You'll start by creating a rigging strategy, then you'll move to setting up the bone structure, articulating that structure, adding pre-defined expressions, and binding the character geometry to the rig's bones.



Rigging for Games - Workflow overview

This video illustrates the rigging and skinning workflow, and addresses specific concerns for exporting to a game engine.

Defining the rig needs

This video explores how to assess the needs of a rig, and how to implement the rig for those needs. 

Setting up the bone structure

This video demonstrates how to create and parent bones in a rig, setting up the basic structure for motion.

Creating IK solvers

Inverse Kinematic solvers allow a rig to be positioned from the end versus the start. This video illustrates creating IK solvers on an arm, allowing the rig to be bent easily.

Adding expressions for control

This video demonstrates how to create and apply expressions to rig elements, setting up user-defined relationships between them.

Skinning the model to the rig

Skinning is the process of binding the geometry to the bones, allowing the mesh to be deformed by the bones' rotation. This video demonstrates skinning practices and weight painting, as well as motion testing of the skin.