A skeletal rig is the hierarchy of bones and control structures bound to a 3D model that allows it to be posed and animated. Each bone influences nearby vertices through skinning weights, so that rotating or translating a bone deforms the surrounding mesh in a controlled way. Rigs typically combine forward and inverse kinematics with control handles, enabling animators to drive complex character motion from a compact set of controls.

Definition extended

  • A rig is built once and reused across many shots, separating the slow craft of setup from the iterative craft of animating.

Overview

  • Rigging sits between modelling and animation in the production pipeline.
  • Bones form a parent-child hierarchy; moving a parent bone carries its children with it, mirroring real anatomy.
  • Skinning binds mesh vertices to bones with weights that determine how much each bone influences each vertex during deformation.
  • Control objects expose the rig through intuitive handles, hiding the underlying joint chains from the animator.
  • Forward kinematics rotates joints directly, while inverse kinematics solves joint angles to reach a target, which is essential for feet, hands, and ground contact.

Mechanisms

  • Bone hierarchy — a tree of joints that transmits transforms from root to extremities.
  • Skinning weights — per-vertex influences that blend bone transforms into smooth deformation.
  • Forward and inverse kinematics — complementary ways to pose joint chains.
  • Control rig — handles, constraints, and drivers layered over the raw skeleton.
  • Blend shapes — corrective and expressive deformations that supplement bone-based motion.

Applications

  • Character animation for games, film, and immersive experiences.
  • Retargeting Motion Capture data onto digital characters.
  • Procedural and physics-driven secondary motion such as cloth and hair.
  • Real-time avatars in metaverse and spatial-computing contexts.

Provenance