RIGGING & SKINNING

Introduction

This highly technical course builds the structural skeleton and muscle deformation controls that allow a 3D character to move. Students discover how to place joints, map weight influences, and build animation control interfaces.

Batch:
Type: Online
Fees: 69.00 $
Next Batch
Duration: 3 Hrs.
Sessions: 8
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Instructor Profile

Prerequisites

Description

Topics Covered

• Joint placement rules based on anatomical rotation axes

• Creating joint hierarchies (spine, limbs, fingers) and mirroring skeletons

• Setting up Inverse Kinematics (IK) and Forward Kinematics (FK) control chains

• Paint skin weights: painting vertex influence maps to ensure clean mesh bending

• Managing joint corrective blend shapes to fix muscle volume loss during bends

• Building custom control shapes and clean user interface linkages

• Facial rigging mechanics: bone-based rigs versus blend shape expression targets

• Rig optimization, clean channel boxes, and lock/hide controller cleanups

Course Objectives

• Construct stable, hierarchical joint skeletons matching 3D character geometry.

• Distribute smooth skin weight values to prevent unnatural mesh clipping.

• Build intuitive IK/FK control interfaces tailored for animation teams.

Learning Outcomes

• Build a full-body bipedal skeleton rig containing working IK/FK limb switches.

• Skin a character mesh to smoothly deform across extreme ranges of motion.

• Deliver an organized, error-free animation control asset.

Tools & Materials

• 3D Animation/Rigging platform (Maya or Blender)

• Dual-monitor workstation setup (recommended for technical management)

• Scripting helper toolsets or auto-rigging study guides

Course Rules

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