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Rigging & Animation

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Skeletons, skinning, retargeting, and auto-rigging limits.

  • 01Skeletons and skinningA hierarchy of bones and a set of weights binding the surface to them. What each part does and where it goes wrong.
  • 02T-pose versus A-poseWhy characters are modelled with their arms out, which variant to choose, and why auto-rigging insists on one.
  • 03Retargeting: reusing animation across charactersPlaying one character’s animation on another. What has to match, what can differ, and where it looks wrong.
  • 04Blend shapes and morph targetsDeforming a mesh by interpolating toward stored poses. What they are for, and where they beat bones.
  • 05IK and FK: two ways to pose a limbForward kinematics rotates each joint; inverse kinematics solves for a target. When each is right.
  • 06Animating props, doors and machineryMost animated objects in a game are not characters. What they need instead of a skeleton.
  • 07Exporting animationWhat carries between tools, what does not, and the settings behind most broken imports.
  • 08Motion capture: what it gives you and what it does notRecorded human movement, and the substantial cleanup between capture and usable animation.
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