rigging
Purpose
Turn a model into a puppet the animator can perform with: one control = one job, deformation that holds volume, a facial system when the character acts, and a sign-off test before any animation.
Scope
D48–D60, D63, D131, Depth 19/20/28. Facial animation and lip sync timing are animation (D61/D62) but this skill builds the face machine.
Activation Conditions
- Rig, armature, IK, FK, weights, skinning, drivers, shape keys, facial rig, eye aim, mocap retarget, foot roll, space switch
- Feedback from animation: controls unusable
Use rigging
Non-Activation Conditions
- Topology still failing bend tests (→ modeling first)
- Acting/performance (→ animation)
- Soft-body jiggle as physics (→ simulation) unless a jiggle rig (28.10)
Instructions
- Do not rig a non-final mesh for final animation (economy rule 5). Test-rig at blockout is OK.
- Pick rig type (decision 5.4) and facial method (5.12).
- Build order (5.19 / Ch 6):
- Skeleton placement & roll (D49). Bone Collections (4.x). Consistent orientations. Avoid gimbal traps.
- Deform bones vs control bones vs mechanical (D50). BBones for spines/tails.
- IK limbs with pole targets (D51); FK for arcs (D52); IK/FK switch without pops.
- Spine/torso (28.3), shoulders/clavicles (28.4), foot roll (28.1), hands (28.2).
- Constraints (D53): Copy, Limit, Damped Track, Child Of, Armature, Stretch To, Floor.
- Drivers (D54) where automation earns its keep (Ch 19 recipes) — not for everything.
- Controllers with custom shapes (D55). Readable in silhouette.
- Bind (D57) + weight paint (D56). Auto weights as start, not finish.
- Deformation tests (D58). Volume loss → correctives (D59) or topology feedback.
- Facial (D60): jaw, brows, eyes, lips. Shape-key library (19.2, 60+ keys) for realistic; bones for stylized; mixed for creatures.
- Eye systems (D63): gaze aim, eyelids follow, pupils, blink. Eyes precede head.
- Specials: mechanical (28.6), wings (28.7), tail/tentacle (28.8), multi-leg gait (28.9), jiggle/squash (28.10), space switching (28.11).
- Mocap (D131 / Ch 20): acquire → cleanup → retarget to this rig; still hand-key face/hands/eyes for hero (5.14).
- Run
templates/rig-signoff.md. Animator must pose an acting beat without fighting the rig.
- Separate rig file from shot files (D123). Link + overrides.
Procedures
IK → Leg IK → Foot IK → Foot Controller
Pivot, orientation, rotation limits, pole vector, heel roll, ball, toe, bank.
Facial rig → Control map → Expression
Controls drive keys or bones. Phoneme set must exist before lip sync animation.
Eye system → Gaze → Hierarchy
Aim bone at target; eyelids; saccades are animated later; pupil dilation shape key or scale.
Space switching
Grab/drop props: world space ↔ hand space via Child Of influence or space-switch custom property. See 28.11.
Decision Logic
- Rig only what the animation needs. Background: 3–5 face keys.
- If deformation fails: topology first (
modeling), weights second, correctives third.
- Rigify/Auto-Rig Pro are accelerators after you understand the graph (D134 rule).
Inputs
- Deformation-ready mesh, joint ranges (Ch 16), sheet (expression range), locomotion class, whether dialogue, prop interactions
Outputs
- Control rig + deform rig
- Weight groups
- Facial system
- Sign-off report
- Shared state:
locks.rig
Tools
Armature, Pose Mode, constraints, drivers, shape keys, Rigify (built-in), optional Auto-Rig Pro. Ch 19 driver language. Ch 28 node cards.
Constraints
Never animate on a moving rig target. Never leave deform bones as the animator interface. Never skip pole targets on IK legs. Bone Collections replaced bone groups in 4.x.
Edge Cases
- 6-legged crystal creature: per-leg IK + gait driver; no Hollywood face unless it acts.
- Mech: no soft deform; pistons and limit rot.
- Stretchy cartoon: Stretch To + squash root; topology must support it.
Failure Modes & Fixes
| FAIL |
FIX |
| IK pop on switch |
Match poses; use blending; or snap operators |
| Candy wrapper |
Loops (modeling) then weight |
| Gimbal |
Change rotation order / use quaternion on that control |
| Unusable controls |
Rebuild UX; one job per control |
| Face breaks at phonemes |
Missing keys; add viseme set |
| Mocap sliding feet |
Foot lock / cleanup (Ch 20) |
Dependencies
- NEEDS topology (
modeling)
- Consumes anatomy ranges (
sculpting-anatomy)
- DRIVES
animation
- ⇄ animation feedback
- Facial keys Depth 19; mocap Depth 20
Related Skills
modeling, animation, costume-groom, sculpting-anatomy, decision-engine
Delegation Rules
- Topology fix →
modeling (do not hide with weights)
- Performance →
animation
- Cloth/hair bind meshes →
costume-groom
- Driver recipes beyond 12 → read Ch 19; don't invent fragile Python drivers when a constraint works
Examples
- Biped hero: IK/FK arms/legs, foot roll, 3-bone BBone spine, clavicles, 60-key face, eye aim, sign-off squat+reach+dialogue.
- Dragon: wing fold + IK tip, tail BBone, 4-leg IK, no lips visemes if it doesn't speak.
Required Knowledge / Context
knowledge/domains/ch06-rigging.md
knowledge/domains/ch07-facial.md
knowledge/depth/ch19-shapekeys-drivers.md
knowledge/depth/ch20-autorign-mocap.md
knowledge/depth/ch28-advanced-rigging.md
References to Shared Resources
templates/rig-signoff.md
decision-engine 5.4 5.12 5.14 5.19
1---2name: rigging3description: Skeleton design, IK/FK, constraints, drivers, controllers, weight painting, skinning, deformation, correctives, facial rigs, eye systems, advanced subsystems (foot roll, hands, wings, tails, multi-leg, space switching), auto-rig, and mocap retarget.4---56# rigging78## Purpose910Turn a model into a puppet the animator can perform with: one control = one job, deformation that holds volume, a facial system when the character acts, and a sign-off test before any animation.1112## Scope1314D48–D60, D63, D131, Depth 19/20/28. Facial *animation* and lip sync timing are `animation` (D61/D62) but this skill builds the face machine.1516## Activation Conditions1718- Rig, armature, IK, FK, weights, skinning, drivers, shape keys, facial rig, eye aim, mocap retarget, foot roll, space switch19- Feedback from animation: controls unusable20- `Use rigging`2122## Non-Activation Conditions2324- Topology still failing bend tests (→ modeling first)25- Acting/performance (→ animation)26- Soft-body jiggle as physics (→ simulation) unless a jiggle *rig* (28.10)2728## Instructions29301. Do not rig a non-final mesh for final animation (economy rule 5). Test-rig at blockout is OK.312. Pick rig type (decision 5.4) and facial method (5.12).323. Build order (5.19 / Ch 6):33 1. Skeleton placement & roll (D49). Bone Collections (4.x). Consistent orientations. Avoid gimbal traps.34 2. Deform bones vs control bones vs mechanical (D50). BBones for spines/tails.35 3. IK limbs with pole targets (D51); FK for arcs (D52); IK/FK switch without pops.36 4. Spine/torso (28.3), shoulders/clavicles (28.4), foot roll (28.1), hands (28.2).37 5. Constraints (D53): Copy, Limit, Damped Track, Child Of, Armature, Stretch To, Floor.38 6. Drivers (D54) where automation earns its keep (Ch 19 recipes) — not for everything.39 7. Controllers with custom shapes (D55). Readable in silhouette.40 8. Bind (D57) + weight paint (D56). Auto weights as start, not finish.41 9. Deformation tests (D58). Volume loss → correctives (D59) or topology feedback.42 10. Facial (D60): jaw, brows, eyes, lips. Shape-key library (19.2, 60+ keys) for realistic; bones for stylized; mixed for creatures.43 11. Eye systems (D63): gaze aim, eyelids follow, pupils, blink. Eyes precede head.44 12. Specials: mechanical (28.6), wings (28.7), tail/tentacle (28.8), multi-leg gait (28.9), jiggle/squash (28.10), space switching (28.11).454. Mocap (D131 / Ch 20): acquire → cleanup → retarget to this rig; still hand-key face/hands/eyes for hero (5.14).465. Run `templates/rig-signoff.md`. Animator must pose an acting beat without fighting the rig.476. Separate rig file from shot files (D123). Link + overrides.4849## Procedures5051### IK → Leg IK → Foot IK → Foot Controller52Pivot, orientation, rotation limits, pole vector, heel roll, ball, toe, bank.5354### Facial rig → Control map → Expression55Controls drive keys or bones. Phoneme set must exist before lip sync animation.5657### Eye system → Gaze → Hierarchy58Aim bone at target; eyelids; saccades are animated later; pupil dilation shape key or scale.5960### Space switching61Grab/drop props: world space ↔ hand space via Child Of influence or space-switch custom property. See 28.11.6263## Decision Logic6465- Rig only what the animation needs. Background: 3–5 face keys.66- If deformation fails: topology first (`modeling`), weights second, correctives third.67- Rigify/Auto-Rig Pro are accelerators after you understand the graph (D134 rule).6869## Inputs7071- Deformation-ready mesh, joint ranges (Ch 16), sheet (expression range), locomotion class, whether dialogue, prop interactions7273## Outputs7475- Control rig + deform rig76- Weight groups77- Facial system78- Sign-off report79- Shared state: `locks.rig`8081## Tools8283Armature, Pose Mode, constraints, drivers, shape keys, Rigify (built-in), optional Auto-Rig Pro. Ch 19 driver language. Ch 28 node cards.8485## Constraints8687Never animate on a moving rig target. Never leave deform bones as the animator interface. Never skip pole targets on IK legs. Bone Collections replaced bone groups in 4.x.8889## Edge Cases9091- 6-legged crystal creature: per-leg IK + gait driver; no Hollywood face unless it acts.92- Mech: no soft deform; pistons and limit rot.93- Stretchy cartoon: Stretch To + squash root; topology must support it.9495## Failure Modes & Fixes9697| FAIL | FIX |98|---|---|99| IK pop on switch | Match poses; use blending; or snap operators |100| Candy wrapper | Loops (modeling) then weight |101| Gimbal | Change rotation order / use quaternion on that control |102| Unusable controls | Rebuild UX; one job per control |103| Face breaks at phonemes | Missing keys; add viseme set |104| Mocap sliding feet | Foot lock / cleanup (Ch 20) |105106## Dependencies107108- NEEDS topology (`modeling`)109- Consumes anatomy ranges (`sculpting-anatomy`)110- DRIVES `animation`111- ⇄ animation feedback112- Facial keys Depth 19; mocap Depth 20113114## Related Skills115116modeling, animation, costume-groom, sculpting-anatomy, decision-engine117118## Delegation Rules119120- Topology fix → `modeling` (do not hide with weights)121- Performance → `animation`122- Cloth/hair bind meshes → `costume-groom`123- Driver recipes beyond 12 → read Ch 19; don't invent fragile Python drivers when a constraint works124125## Examples126127- Biped hero: IK/FK arms/legs, foot roll, 3-bone BBone spine, clavicles, 60-key face, eye aim, sign-off squat+reach+dialogue.128- Dragon: wing fold + IK tip, tail BBone, 4-leg IK, no lips visemes if it doesn't speak.129130## Required Knowledge / Context131132- `knowledge/domains/ch06-rigging.md`133- `knowledge/domains/ch07-facial.md`134- `knowledge/depth/ch19-shapekeys-drivers.md`135- `knowledge/depth/ch20-autorign-mocap.md`136- `knowledge/depth/ch28-advanced-rigging.md`137138## References to Shared Resources139140- `templates/rig-signoff.md`141- `decision-engine` 5.4 5.12 5.14 5.19