Rigging
Building a deformation skeleton
Definition
Rigging is the process of building the skeleton and control system that animators use to pose and animate a character. A rig consists of bones, controllers (NURBS curves shaped for ease of selection), constraints (IK/FK chains, parent constraints), and often a custom UI. Production rigs are surprisingly complex — a typical AAA character rig has 200–500 bones and 50–100 controllers.
In production
A rig consists of bones (joints in Maya's terminology), controllers (NURBS curves shaped for ease of selection — a circle around the foot, an arrow at the root), constraints (IK/FK chains, parent constraints, pole vectors for elbow and knee aiming), and often a custom UI built with Maya's Python API or Blender's custom panel system. IK/FK switching is a baseline requirement so animators can blend between hand-placed foot poses and natural swinging arcs mid-animation without a pop. Facial rigs typically layer a joint-based system for large jaw and eye movement underneath a blend-shape (morph target) system for fine expression detail, since joints alone can't reproduce a convincing cheek squash or lip pucker. Unreal Engine 5's Control Rig and Blender's Rigify add-on both generate a large portion of this scaffolding automatically from a template skeleton, saving weeks versus hand-building every controller in Maya.
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Tools that use Rigging
See also
Skinning
Binding a mesh to a skeleton
Skeleton
Hierarchical bone structure for animation
IK / FK
Inverse vs Forward Kinematics
Skeletal Mesh
Skinned mesh driven by a skeleton
Weight Painting
Painting how bones move vertices
Armature
Blender's skeleton object
Rigify
Blender's built-in rig generator add-on
Control Rig
Unreal Engine node-based rigging and animation
Procedural Animation
Motion generated by rules and physics instead of keyframes