Rigging a character is an important, and challenging, part of the game and VFX workflow. Sergio Mucino, accomplished video effects and games artist discusses how to use “layered rigging” to create simple through advanced character rigs. The rig is the “user interface” to your character – it must be clear and precise to allow as much control as possible when animating the character.The session begins with technical character rigging workflow and introduces skeletal design for advanced skinning deformations. It continues with topics such as advanced controllers, wires, expressions, scripts and embedded procedural animation. It finishes with skinning and morphing of facial expressions, the use of proxy geometry, and muscle-based deformation systems.
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