Realtime Creature Rigging

19 Lessons

Get the assets
  • 01Model Preparation
  • 02Joint Fundamentals
  • 03Skeleton Building
  • 04Rotate axes & orders
  • 05Skin binding and editing
  • 06Painting skin weights
  • 07Control creation
  • 08Hierarchy and attributes
  • 09Control joints
  • 10Spine FK & IK Systems
  • 11Neck, head, and eyes
  • 12FK Limbs
  • 13IK Limbs
  • 14Space swapping
  • 15Twist & roll joints
  • 16Reverse foot systems
  • 17Clavicles & fingers
  • 18Squash & stretch
  • 19Final Adjustments
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08Hierarchy and attributes

We have the controls now so we are a step closer to being able to build the systems which will drive the joints. Before we do that, we are going to make sure the scene is organised correctly and that the controls have the custom attributes we need.
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