Character rigging terminology

10 Nov

SKELETON

In 3D animation softwares the characters are controlled by using skeletal structures the same way than the skeletons work in the real world.

RIGGING

The process of creating a skeleton and all the necessary controls for the character to be animated.

ROOT

The joint structure starts from the root. Normally placed around the hip area.

JOINTS

Skeletal structures are created by using hierarchially connected chains of joints. These joints can imitate hinge joints with limited movement or ball joints with free movement in all the axis. Joints are created on all theose areas of the skeleton, where it needs to bend it’s limbs or surface.

FORWARD KINEMATICS

Method of animating where the joints are rotated and keyed individually.

INVERSE KINEMATICS

Inverse kinematics uses the specified controls called IK-handles to control the joints under its influence.

BINDING/SKINNING

The process of attaching the skin to the bone structure that way that it can be deformed.

WEIGHTING

The process of painting weights is the way to manually modify the area of influence to the surface points of the skin.

CHARACTER OBJECT

A ready made skeletal system, which you can apply to your model.

CMOTION

With cmotion you can use some default actions, such as walk in conjunction with your character object.

MORPHING

The way to blend between shapes to create for example lip syncing.

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