Portal:Rigging
From Tech Artists Wiki
Rigging is one of the primary tasks of technical animators and many technical artists. It requires some mathematics, a good understanding of the software, and most importantly, what the animators at your company want in a rig. Good rigging is an art, not a science, though a good amount of math and science is often required to make a good rig. This portal is designed to give a well rounded look at Rigging.
See Category:Rigging for a list of all Wiki articles related to Rigging, and visit the Rigging Forum at TAO.
Contents |
[edit] Articles
[edit] Introductory Rigging
- FK and IK are two fundamental but simple concepts for rigging.
- Skeletal animation discusses the CPU/GPU technical pipeline of skeletal animation.
- Vertex Skinning goes over the technical process behind how hardware and software vertex skinning.
[edit] Math-Oriented
- Transforms is applicable to more than just rigging, it is at the heart of all computer graphics.
- Quaternion is what all 3D Rotation actually is, riggers need to understand it.
- Vector Primer and Matrix Primer are two articles that will help you understand the above types.
- See Portal:Math for a more comprehensive rundown of mathematical topics on this Wiki.
[edit] Tutorials
- Creating a new Puppetshop Limb goes over the process of creating a new limb in PuppetShop, a rigging plugin for 3ds Max.
