rigging
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ChineseRigging
Rigging
Functional rigs supporting intended motion. Clean deformation. Engine-compatible bone hierarchies.
支持预期动作的功能性 Rig。实现干净的变形。构建适用于引擎的 Bone Hierarchy。
When to Use
使用时机
- Character/creature deformation rigs
- Mechanical constraint rigs
- Facial expression rigs
- Prop rigs (doors, vehicles, weapons)
- Before any animation work
- 角色或生物变形 Rig
- 基于 Constraints 的 Mechanical Rig
- 面部表情 Rig
- 道具 Rig(门、载具、武器)
- 任何动画工作之前
Workflow
工作流
Skeleton Design → Bone Placement → Hierarchy → Constraints/IK
→ Weight Painting → Deformation Test → Export PrepSkeleton Design → Bone Placement → Hierarchy → Constraints/IK
→ Weight Painting → Deformation Test → Export PrepArmature Naming
Armature 命名
Prefix:
Bones: — e.g., , ,
ARM_[AssetName][side]_[region]_[name]L_arm_upperspine_01jaw前缀:
骨骼:——例如:、、
ARM_[AssetName][side]_[region]_[name]L_arm_upperspine_01jawBone Hierarchy
Bone Hierarchy
ARM_Character
├── root
├── spine_01 → spine_02 → spine_03
│ ├── L_clavicle → L_arm_upper → L_arm_lower → L_hand
│ └── R_clavicle → R_arm_upper → R_arm_lower → R_hand
├── L_leg_upper → L_leg_lower → L_foot → L_toe
└── R_leg_upper → R_leg_lower → R_foot → R_toeARM_Character
├── root
├── spine_01 → spine_02 → spine_03
│ ├── L_clavicle → L_arm_upper → L_arm_lower → L_hand
│ └── R_clavicle → R_arm_upper → R_arm_lower → R_hand
├── L_leg_upper → L_leg_lower → L_foot → L_toe
└── R_leg_upper → R_leg_lower → R_foot → R_toeIK vs FK
IK 与 FK
| Use IK | Use FK |
|---|---|
| Legs (ground contact) | Spine (flexible arc) |
| Arms (hand placement) | Shoulder overlap |
| Feet planting | Finger detail |
| Mechanical reach | Whip/tail motion |
Standard: IK legs, FK spine; switchable arms for game characters.
| 使用 IK | 使用 FK |
|---|---|
| 腿部(地面接触) | 脊柱(灵活弧线) |
| 手臂(手部定位) | 肩部重叠 |
| 脚部固定 | 手指细节 |
| 机械结构伸展 | 鞭子或尾巴运动 |
标准方案:腿部使用 IK,脊柱使用 FK;游戏角色的手臂可切换。
Constraints
Constraints
| Constraint | Use |
|---|---|
| IK | Limb positioning |
| Copy Rotation | Mechanical sync |
| Limit Rotation | Joint ranges |
| Stretch To | Tentacles, pistons |
| Child Of | Weapon attach/detach |
| Shrinkwrap | Ground contact (use carefully) |
| Constraint | 用途 |
|---|---|
| IK | 肢体定位 |
| Copy Rotation | 机械同步 |
| Limit Rotation | 关节活动范围 |
| Stretch To | 触手、活塞 |
| Child Of | 武器附加或分离 |
| Shrinkwrap | 地面接触(谨慎使用) |
Weight Painting
Weight Painting
1. Automatic weights as starting point only
2. Clean weights: normalize per vertex (max 4 influences)
3. Smooth problematic areas (shoulders, hips)
4. Test extreme poses: T-pose, arms up, crouch, jaw open
5. Gradient weights at joints — no hard 1.0/0.0 at bend center1. Automatic weights as starting point only
2. Clean weights: normalize per vertex (max 4 influences)
3. Smooth problematic areas (shoulders, hips)
4. Test extreme poses: T-pose, arms up, crouch, jaw open
5. Gradient weights at joints — no hard 1.0/0.0 at bend centerMechanical Rigs
Mechanical Rigs
- Empty objects as control handles
- Constraints instead of weight painting
- Hinge limits match real joint ranges
- Parent hierarchy mirrors mechanical assembly
- 使用 Empty 对象作为控制手柄
- 使用 Constraints,而不是 Weight Painting
- Hinge Limits 应与真实关节活动范围一致
- Parent Hierarchy 应映射机械装配结构
Facial Rigs
Facial Rigs
| Approach | Use Case |
|---|---|
| Bone-based | Game characters |
| Shape keys | Cinematics, dialog |
| Hybrid | Hero game characters |
Minimum game facial: jaw open, blink L/R, brow up/down.
| 方案 | 使用场景 |
|---|---|
| Bone-based | 游戏角色 |
| Shape Keys | 电影动画、对话场景 |
| Hybrid | 核心游戏角色 |
游戏角色面部 Rig 的最低要求:张嘴、左右眨眼、眉毛上扬和下压。
Drivers
Drivers
- Gear rotation sync
- Auto eyelid blink
- Weapon reload mechanism
- Procedural antenna/wire motion
- 齿轮旋转同步
- 自动眼睑眨动
- 武器换弹机制
- 程序化天线或线缆运动
MCP Integration
MCP 集成
- Create armature via MCP
- Parent mesh with automatic weights via MCP
- Query bone count and hierarchy
- Validate weight groups via MCP if supported
- Export armature with mesh via export-pipeline
- 通过 MCP 创建 Armature
- 通过 MCP 使用自动权重将 Mesh 进行父子绑定
- 查询骨骼数量和层级结构
- 如果支持,通过 MCP 验证权重组
- 通过 export-pipeline 导出 Armature 和 Mesh
Deformation Test Poses
变形测试姿势
- T-pose / A-pose (bind pose)
- Arms fully raised
- Deep crouch
- Neck rotation extremes
- Jaw wide open (characters)
- T-pose / A-pose(绑定姿势)
- 双臂完全抬起
- 深度下蹲
- 颈部旋转极限
- 大幅张嘴(角色)
Constraints
Constraints
MUST DO
必须执行
- Rig after retopology complete
- Name bones consistently
- Limit bone influences to 4 per vertex (game engines)
- Test deformation at extremes before animation
- Document control scheme for animators
- 在 Retopology 完成后进行 Rigging
- 统一命名骨骼
- 将每个顶点的骨骼影响数量限制为 4 个以内(游戏引擎)
- 动画制作前测试极限姿势下的变形效果
- 为动画师记录控制系统
MUST NOT DO
禁止执行
- Auto weights without cleanup (hero assets)
- Scale bones in bind pose
- Rig before topology validated
- Skip IK pole targets on limbs
- Mix multiple root bones without documentation
- 对核心资产使用自动权重后不进行清理
- 在绑定姿势中缩放骨骼
- 在验证拓扑结构之前进行 Rigging
- 忽略肢体上的 IK Pole Target
- 混用多个 Root Bone 且不提供文档说明
Reference Guide
参考指南
| Topic | Reference | Load When |
|---|---|---|
| Humanoid rig | | Characters |
| Mechanical rig | | Props, vehicles |
| 主题 | 参考资料 | 加载时机 |
|---|---|---|
| Humanoid Rig | | 角色 |
| Mechanical Rig | | 道具、载具 |