Rigging basics for games
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.