Rigging in 3D Animation? Everything from Scratch!

What are 3D animation and rigging?

Rigging involves creating bones or a digital skeleton that makes it possible to control the movement of characters and objects. For example, animators can control how characters run, how their hair, arms, legs, and other body parts move, and even their facial expressions.

Key components of 3D rigging

The 3D mesh (skin)

In 3D animation, a mesh or skin is typically crafted using polygonal modeling, a technique where artists construct the character's form using interconnected polygons, usually triangles or quadrilaterals. This results in a wireframe structure, a kind of skeletal framework, that outlines the character's shape.

When this 3D mesh is placed over the rig or skeleton, it aligns perfectly with the underlying bone structure. This harmonious interaction between the mesh and the rig enables the character to move in a lifelike and cohesive manner, with each polygon adjusting to mimic realistic movements.

The skeleton: bones, joints, and muscles

Using interconnected bones, muscles, and joints, you use the skeleton or rig to control how characters or objects move. A skeleton can feature a few simple control points or it can also quickly grow and become complex, depending on the character.

Motion simulation and vertex manipulation

In 3D animation, each bone in a skeleton is connected to specific vertices on a 3D skin mesh. This means that when the bone moves, the skin, clothing, or even facial expressions are also affected. Animators can assign skin weights to different body parts—which will determine how much deformation occurs.

The rigging process: step by step

Initial modeling and skeleton creation

To automate the process, computer animation programs allow animators to assign motions. For that to happen, animators have to transform characters from clay models into marionettes that can be manipulated. That’s where 3D rigging comes in.

Assigning bones and creating the rig

Each bone in a character skeleton is assigned properties and constraints, just like bones in a human skeleton. For example, the bones can rotate, bend in certain directions, and even control the motion of other bones.

Weight painting and vertex assignment

With software platforms like Unity and Blender, experienced animators can use drivers, morphs, kinematics, and weight painting, among other tools, to control nearly anything on a character—say, raising the left eyebrow for a curious look or raising both for a surprised look.

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