![]() ![]() In Blender this is done through the use of an " Armature" and " Vertex Groups".ĭesign note: the above is an oversimplification for the sake of identifying the main or core aspects to 'rigging' a character or object.Īn " Armature" is an independent Object comprising a single, or multiple " Bones" (sub-objects). Typically 'rigging' is composed of two main processes, 1) building a skeleton, and 2) linking the skeleton and mesh together such that when the former is manipulated, the latter deforms. The mesh, with texture assigned, in its original position relative to the grid after completing the build process but before being corrected and made ready for 'rigging' and animation The basic 'rigging' process ^ The Pros and Cons of either will depend largely on the technology the data is to be used within. In practice 'rigging' provides for three basic functions within the context of game and interactive media 1) motion sequences or 'cycles' of fixed duration and/or 'action' - a 'walk', 'run' or 'jump' action for example 2) limits the way a mesh deforms based on various types of dynamic input, physics or simulation - a characters dynamic physics based 'death' collapse for instance and 3) acts as an apparatus on to which various items can be attached in-game - weapons, ancillary item, clothing etc.ĭesign note: a 'rigged' object can be exported as a single or multiple file set, the former has all the necessary data contained in a single file, the latter has the same data split across several, typically separated by function - 'mesh', 'armature', 'animation' and so on. Typically this involves the use of a 'control' mechanism of some sort, a 'rig', and a 'link' between that and the mesh to facilitate the formers articulation of the latter.ĭesign note: the meaning of 'rig' is, more correctly, contextual a 'rig' refer to both the actual skeleton used to deform a mesh, and the overall systems so textural context is important, for the sake of clarity in the following for example, "rigging" will generally refer to the overall process of setting up the Snowman character for animation (unless otherwise stated). Generally speaking " rigging" refers to a process by which a mesh is set up for animation. What is 'rigging' and why is it needed? ^ This generally means the mesh needs to be set up so it's positioned, or 'grounded', correctly, and an Armature added, the skeleton or structure used to deform the mesh.īefore going further it is recommended the tutorial have been gone through and a reasonably complete mesh be available for use - much of the following depends on the Objects structure being composed of a number of faces that will allow for deformation to occur with relative ease so as to understand the principles at play when making an animated sequence in Blender. In this penultimate part of Making a Simple Character tutorial, it now needs to be properly prepared, and rigged, for animation. ![]()
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