2010

Table Of Contents
Character Setup
Introduction
A typical 3D character can be made up of many surfaces and components. To
ensure that the character animates in the way that you want, it is important to
carefully plan the process of character setup.
Character setup or rigging is the general term used for the preparation of 3D
models with their accompanying joints and skeletons for animation.
Depending on the model to be animated, character setup can involve the
following techniques:
Creating a skeleton with joints that acts as a framework for the 3D character
model. You set limits on the joints so they rotate in a convincing manner.
When you animate the character, you will be posing the character via its
joints using either forward or inverse kinematic techniques (FK or IK).
Binding the 3D surfaces to the skeleton so that they move together. The
process of binding may also include defining how the characters joints bend
or how the skin surfaces bulge to simulate muscles.
Defining and setting constraints for particular animated attributes in order
to restrict the range of motion or to control an attribute based on the
movement of another.
Grouping surface components such as CVs into sets called clusters so that
parts of the character can be animated at a more detailed level.
This chapter introduces you to the most common character setup features:
Lesson 1 Skeletons and kinematics:
Introduction on page 318
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