Realtime creature rigging
Build a realtime rig for a model of a bipedal creature, complete with IK and FK controls for the animator, that can be used in game engines.
Collection overview
Realtime rigs are great for games, simulations, and other medias where the rig needs to be used interactively. This collection demonstrates the process of creating a realtime rig that can be animated and exported to a game engine. You can follow the curated lists in order, or explore just what you need.
Learn to:
- Prepare the model for rigging, then build a jointed skeleton.
- Perform skin binding and editing, then paint skin weights.
- Add controls and organize the scene.
- Include IK and FK systems for all the body parts.
- Refine the rig with space swapping, twist, roll, squash, and stretch techniques.
- Make final adjustments, scale the rig, and get it ready for animation.
Note that the example shown throughout is that of a bipedal creature, but you can apply these same techniques to any model that requires a realtime rig.
Rigging, joints, and skin
Prepare the creature model for animation and interaction within the game engine. Begin building the skeleton and joints, then bind the skin and start weight painting.
Control Creation of IK and FK systems
Add IK and FK controls to each part of the model for the animator to control the rig.
Space swapping, small joints, and final adjustments
Create controls for all the remaining joints, test for squash and stretch, and make final adjustments to the finished realtime rig.