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Exploring Rigging in 3D Animation: A Research Overview
Rigging serves as the practical foundation for movement in 3D animation, enabling animators to control the motions of characters, machinery, and other assets within a virtual environment. By constructing bone-like structures (rigs) within the geometry, and creating control systems for them, we can more easily direct the articulation of assets, bringing them to life through believable and dynamic animation.
On this page, I will dive into the research aspects of rigging. I will explore key topics and methods essential to understanding the rigging process, such as:
Joint Hierarchies – The fundamental role of joint chains and their importance in movement and deformation.
Constraints – The application of various constraints (such as orient, point, and parent) to control the interaction of joints and geometry.
Inverse and Forward Kinematics (IK/FK) – How these systems control different types of movement, and when each is most useful in animation workflows.
Skin Weighting – Ensuring smooth deformation of the mesh when attached to the skeleton, which is critical for natural motion and skin stretching. Less Blending and more precise constraints may be used for more hard surface models, such as a crane or a car.
Blend Shapes – Techniques used to create facial expressions and muscle deformations that add subtlety to animation.
Auto-Rigging Tools – Exploring tools like Rapid Rig, Arise Rigging System, and AccuRIG, which can streamline the rigging process by automating repetitive tasks.
Throughout this research, I will look into not only how these systems work but also why they are essential to creating high-quality 3D animations.
Quads vs. Triangles: Quads are preferred in animation because they deform smoothly, making them ideal for detailed character rigging and close-up shots in films. Edge loops created by quads support controlled, natural deformation at joints. In contrast, game models often use triangles to optimize performance, as games prioritize real-time rendering efficiency. Triangles are faster to process but can lead to pinching in high-deform areas, so they’re mostly used in non-bending parts or where detail is less critical.
Edge Loops: Properly placed edge loops around joints (e.g., elbows and knees) allow smooth bending by distributing the mesh evenly around movement zones. This setup is essential in both games and films for achieving realistic motion, but it’s especially important in high-resolution animation, where any flaws are more visible.
Joint Placement: Correct joint placement ensures that pivots for rotations (like elbows or knees) are in the right anatomical locations. This provides more believable movement, reducing the need for post-fixes. Whether in a game or film, misaligned joints lead to unnatural or jerky motion.
Hierarchy: Organizing joints in a clear hierarchy allows animations to propagate correctly down the chain. This setup keeps rigs efficient by ensuring each movement flows naturally through parent-child relationships, saving time in both setup and animation processes.
IK vs. FK: Inverse Kinematics (IK) and Forward Kinematics (FK) serve different animation needs. IK controls are practical for fixed, grounded actions (like feet or hands on surfaces), while FK is better for natural arcs, like swinging an arm. These controls are used in both games and films to achieve specific motion requirements, but the FK/IK blend is more customizable in film rigs for greater animation flexibility.
Custom Controls: Using unique NURBS or shape controllers allows animators to manipulate rigs easily without interacting directly with the skeleton. These controllers keep the animation process streamlined by allowing artists to focus on the character's movement rather than on the technical rig components.
Parent and Point Constraints: Constraints allow objects to follow each other without being permanently linked. This setup is used in both films and games, enabling actions like a character picking up an item and then releasing it, without needing to re-rig or reparent objects.
Aim and Orient Constraints: Aim constraints keep objects aligned with a target, such as eyes following a point, which is useful for both film and game rigs. In production, these constraints make characters’ interactions with their environment more believable, eliminating the need for tedious manual adjustments.
Blend Shapes: Blend shapes control specific deformations, like facial expressions, providing nuanced, animator-driven adjustments that bones alone can’t achieve. These are essential in film production for achieving detailed performances. Games may use blend shapes selectively, as they’re memory-intensive, focusing on key expressions rather than full facial movement to balance quality and performance.
Lattice and Skin Cluster: Lattices manipulate large areas for exaggerated movements (e.g., stretching a character), while skin clusters bind the mesh to joints, smoothing deformations between them. These deformers are crucial for flexible and clean deformation in character rigs, especially for organic or exaggerated animation styles.
Smooth Weight Blending: Weight painting distributes joint influence evenly across meshes and between joints (like shoulder to elbow), ensuring smooth deformations without sharp transitions or unnatural stretches - this is especially critical in film production where rigidity is obvious, though games may use simplified weights around high-motion areas.
Set Driven Keys: Set Driven Keys allow for the automation of specific motions (like curling fingers), reducing repetitive work for animators. They’re useful in both films and games for controlling detailed secondary movements quickly.
Automation for Secondary Motion: Expressions and constraints allow riggers to create automatic secondary behaviors, like subtle breathing motions. This automation adds realism without increasing manual workload for animators.
rokoko.com. (n.d.). Everything You Need to Know About 3D Animation Rigs in 5 Minutes. [online] Available at: https://www.rokoko.com/insights/guide-to-3d-animation-rigs.
Motion paths - Great for controlling anything that needs to follow a path, Eg: a car or a bike chain.
created my own curve, tilted the rocket when travelling along it, also added fire sprite.
MEL (introduction) - Great for more precice and control for specific operations.
In this task I experimented using different mathematics, such as adding extra brackets and adding additions within them to offset the time by a set amount of frames.
which seemed to give different results and allowed for more accurate timing of expressions.
I also added a slight lean forward and back to give the illusion of force and momentum as he swings his arms.
Spline IK's (introduction) - Great for articulation of the spine joint, allowing a more realistic bend and less need for manual tweaking.
Riggin 3 Spline IK's
Edge roll -
Connecting objects (constraints & rivets) -
Connecting object to characters
Aim constraints (eyes) - Great for objects that need to orient towards another object. such eyes in the example, or as a piston rod that is locked on one end and rotates to always face in the direction of the other end its connected to.
Animating constraints (blend parent) -
Animating constraints (switching) -
Dynamic Rigging Part 1
Dynamic Rigging Part 2
Dynamics control
NCloth Superhero
This was the challenge that I was most excited about and can see the most uses in in my work. These principles of how an object reacts or collides with surrounding forces and objects could be applied to anything I create that isn't solid and needs to interact with air resistance and gravity.
Understanding attributes such as resistance and gravity already from experimenting with Nparticles last semester with my PLP project, I was already familiar with what effects the attributes like these really have on objects.
Heat
ActorCore
Mixamo
Anything World
Hive Autorigger (Maya)
Rapid Rig (Maya)
Arise Rigging System (Maya)
AccuRIG (Maya)
Having previously been a beta tester for Wonder Studio almost 2 years ago before they got bought out by Autodesk, I was already aware of alternative rigging systems or setups that are designed for specific pipelines. To use Wonder Studio Character Verifier addon originally, I had to end up doing extra polishing of the animations after, and prior to that, I had to ensure my entire joint hierarchy was named accordingly and also all the blend shapes I used were set up in the right order. This information was reaffirmed and mentioned by Mark Brown from Firebug films last year, and Jonny Adamson from the DNEG Studio visit last month (mentioned on my PLP research page), who both mentioned the tedious cleanup work that is intrinsic to current motion capture setups.
Wonder Dynamics. (n.d.). Wonder Dynamics. [online] Available at: https://wonderdynamics.com/.
However I am still interested in the effective use of motion capture since the first of its kind, 2007 Beowulf movie, which was one of the first major fully motion capture movies. I aim to continue to stay in the loop of advancements and trends in Mocap and rigging for years to come.
fxguide. (2007). Beowulf: Breaking Ground with Mocap. [online] Available at: https://www.fxguide.com/fxfeatured/beowulf_breaking_ground_with_mocap/ [Accessed 12 Dec. 2024].
A fascinating Maya animator I have come across, and who consistently inspires me with the complexity and control in his rigs, is Olov Burman. His approach to character rigging and animation stands out due to his ability to combine technical precision with expressive, exaggerated movements, which bring his characters to life in a way that feels both natural and expressive.
Among his works, my personal favorites are Loop The Loop and The Food Thief. These animations exemplify not only his attention to detail but also his creative vision in using rigging to push the boundaries of character movement. The level of control he achieves over the characters' anatomy and their exaggerated yet believable actions serves as a benchmark for the quality of work I aspire to create.
Following him on Instagram has been a source of continuous inspiration, as he regularly shares behind-the-scenes insights into his creative process. His breakdowns often reveal how his characters are rigged and blocked out for animation, making his content educational as well as entertaining. For instance, the breakdown of Loop The Loop, shown on the right, illustrates the meticulous rigging design and how he choreographs and blocks-in the movement of his characters in such a fluid, dynamic manner.
I find his creations outstandingly expressive and detailed, my favourite works from him are "Loop The Loop" and "The Food Theif"
Following him on instagram provides me with constant inspiration for creative projects i could attempt and also reveals the behind the scenes and steps he did such as the rigging and the blocking in. Loop The Loop breakdown is shown on the right:
olovburman.com. (2024). Olov Burman - Animation Director - Online Portfolio. [online] Available at: https://olovburman.com/ [Accessed 6 Oct. 2024].
Instagram.com. (2020). Olov Burman (@olovburman) • Instagram photos and videos. [online] Available at: https://www.instagram.com/olovburman [Accessed 6 Oct. 2024].
Mindbender (2024). The Food Thief RIGG - Technical breakdown. [online] Vimeo. Available at: https://vimeo.com/278691057 [Accessed 6 Oct. 2024].
This is from his peice called The Food Theif:
In particular, Burman’s rigging work on The Food Thief is a technical marvel. The intricate control systems he designs allow the characters to display an extraordinary range of emotions and movements. He has even provided a technical breakdown on Vimeo, which dives into the complexities of his rigging setups within Maya and shows the underlying structures that enable the character's lifelike expressions.
Understanding the flexibility of rigs is very important as for certain situations. Animators often like to exaggerate and push poses beyond restricted limits to amplify the visual effect and impact. In a recent animation news article I read that in Disney's Encanto, an animator who posed the rig in a somewhat broken looking pose, which he claims the reason he did it in this case was because "It's a cinematic technique used to heighten the emotional tension..." This point was not only reaffirmed by Olov Burman as mentioned before but also from the talk at the INMOTION event, where an ILM speaker mentioned that in the new Ultraman movie they created custom face rigs for all the characters and they don't operate entirely as standard for more expressive poses.
Dean, I. (2023). Disney’s Encanto has a CG secret (and it’s kinda freaky). [online] Creative Bloq. Available at: https://www.creativebloq.com/news/encanto-camera-trick [Accessed 30 Sep. 2024].
Watching these breakdowns has given me ideas on how I can incorporate some of these techniques into my own work, especially in terms of advanced deformation and using controls to achieve more expressive animation. The ability to balance between over-the-top, cartoonish action and subtle, nuanced performances has helped me rethink how I approach character animation and rigging structure and application in my own projects.