Advanced Rigging

  • Lance Flavell


We finished off the last chapter by making a simple character, which was rigged with bones. While there was a bit to learn in terms of weight painting the bones to the mesh, the rig was a relatively simple setup. In this chapter we are going to examine some more advanced tricks you can use to make your rigs move better. While initially harder to set up, they should be a lot easier for an animator to use.


Inverse Kinematic Contact Position Forearm Bone Pole Target Property Panel 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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© Lance Flavell 2010

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  • Lance Flavell

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