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
  • Inspire
  • Learn
  • Community

18Squash & stretch

We are slowly getting closer to a complete rig, and in its current state we could pass this onto an animator, and they can begin to bring life to this creature. However, before we do, we are going to do is add in some extra functionality by making the characters limbs and torso more flexible, with some squash and stretch.
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