Elements and Performance Criteria
- Use reference or source materials to assess rig requirements
- Plan rig suitable for animation/movement
- Analyse the inner workings of the object to select appropriate skeletal or structural systems
- Analyse required bones or joints behaviours to select correct orientations
- Examine object geometry topologies to select the correct bone and joint placement
- Analyse critical object movement to select forward kinematics (FK) or Inverse Kinematics (IK) requirements, or a hybrid solution
- Record the results for use at the rigging implementation phase
- Implement character skeleton requirements
- Use 3-D software to place the bones and joints, according to rigging plan
- Use 3-D software to orientate the bones and joints, according to rigging plan
- Use 3-D software to construct FK or IK requirements in adherence to the rigging plan
- Use 3-D software to construct hierarchies and pivotal sets
- Trial and refine rotations and movement attributes
- Employ character movement and implement character attributes and control handles
- Use 3-D software to construct specific driven attributes for manipulation purposes
- Use 3-D software to create, and place, control handles with the appropriate attributes
- Use 3-D software to link control handles to improve the animation procedures
- Trial and refine the controls, and attributes
- Negotiate modifications, where appropriate
- Use 3-D software toolsets to skin/bind object geometry, to created skeletal systems or mechanical structures
- Test and refine rig integrity
- Produce animated sequences of rigged object
- Create 3-D animations of rigged models using animation and rigged modelling techniques, to suit design specifications
- Render the completed animated sequences
- Save and store the animated sequences, using appropriate output file formats, standard naming conventions, and version-control protocols
- Present the 3-D animated sequences of rigged models to the relevant personnel for evaluation by agreed deadlines