rigging

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Rigging

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 Prep
Skeleton Design → Bone Placement → Hierarchy → Constraints/IK
    → Weight Painting → Deformation Test → Export Prep

Armature Naming

Armature 命名

Prefix:
ARM_[AssetName]
Bones:
[side]_[region]_[name]
— e.g.,
L_arm_upper
,
spine_01
,
jaw
前缀:
ARM_[AssetName]
骨骼:
[side]_[region]_[name]
——例如:
L_arm_upper
、
spine_01
、
jaw

Bone 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_toe
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_toe

IK vs FK

IK 与 FK

Use IKUse FK
Legs (ground contact)Spine (flexible arc)
Arms (hand placement)Shoulder overlap
Feet plantingFinger detail
Mechanical reachWhip/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

ConstraintUse
IKLimb positioning
Copy RotationMechanical sync
Limit RotationJoint ranges
Stretch ToTentacles, pistons
Child OfWeapon attach/detach
ShrinkwrapGround 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 center
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 center

Mechanical 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

ApproachUse Case
Bone-basedGame characters
Shape keysCinematics, dialog
HybridHero 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

  1. Create armature via MCP
  2. Parent mesh with automatic weights via MCP
  3. Query bone count and hierarchy
  4. Validate weight groups via MCP if supported
  5. Export armature with mesh via export-pipeline
  1. 通过 MCP 创建 Armature
  2. 通过 MCP 使用自动权重将 Mesh 进行父子绑定
  3. 查询骨骼数量和层级结构
  4. 如果支持,通过 MCP 验证权重组
  5. 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

TopicReferenceLoad When
Humanoid rig
references/humanoid-rig.md
Characters
Mechanical rig
references/mechanical-rig.md
Props, vehicles
主题参考资料加载时机
Humanoid Rig
references/humanoid-rig.md
角色
Mechanical Rig
references/mechanical-rig.md
道具、载具