Skeletons
Contents
Joints and bones
Joints and bones covers:
Rigging
There are two ways of controlling the movement of your character: Inverse Kinematics and Forward Kinematics. They work in a different way, so in some cases it's easiest to use the one, in other cases the other and sometimes you will need a combination of both.
Forward Kinematics is a way of animating in which you rotate the joints themselves one by one to create the desired movement. It moves the character from the top of the hierarchy down. Example: for walking you rotate the joints one by one to get the desired position. This method is very precise and you have complete control over the movement of your character, but when you are animating you will have to key all the joints separately.
In Inverse Kinematics you determine the end position of a controller to create the desired movement. It acts in the other direction then Forward Kinematics, so it moves the joint from the bottom of the hierarchy up. Example: for walking you determine the end position of the foot and the rest will follow automatically. This method id quick and easy to animate because you only need to key the end position, but you don't have that much control over the exact movement because you only control the end position.
So before you start rigging, first go back to the list and the sketch of the movements of your character again. Now determine what will be the easiest way of animating the movement of your character. If you're not exactly sure of the right method you can first apply inverse kinematics, then check if you are, by only using this, able to make all the movements you want. If not, add forward kinematics.
- the skeleton fits the character
- the hierarchy of the skeleton is correct
- the skeleton is placed at the origin of the scene
- maybe most important, your joints are oriented correctly (skeleton > orient joint)
Rigging for Inverse Kinematics
Rigging for Inverse Kinematics covers:
Rigging for Forward Kinematics
Rigging for Forward Kinematics covers:
Combining Inverse and Forward Kinematics
Combining Inverse and Forward Kinematics covers: