Introduction

Rigging is a general term used for adding controls to objects, typically for the purpose of animation.

Rigging often involves using one or more of the following features:

Armatures
This allows mesh objects to have flexible joints and is often used for skeletal animation.
Constraints
To control the kinds of motions that make sense and add functionality to the rig.
Object Modifiers
Mesh deformation can be quite involved, there are multiple modifiers that help control this.
Shape Keys
To support different target shapes (such as facial expressions) to be controlled.
Drivers
So your rig can control many different values at once, as well as making some properties automatically update based on changes elsewhere.

Rigging can be as advanced as your project requires, rigs are effectively defining own user interface for the animator to use, without having to be concerned the underlying mechanisms.

Examples

  • An armature is often used with a modifier to deform a mesh for character animation.
  • A camera rig can be used instead of animating the camera object directly to simulate real-world camera rigs (with a boom arm, mounted on a rotating pedestal for example, effects such as camera jitter can be added too).

Voir aussi

Le contenu de ce chapitre est simplement une référence de la manière de rigging dans Blender. Il devrait être couplé aux ressources supplémentaires telles que l’excellente (et libre !) introduction de Nathan Vegdahl sur les concepts fondamentaux de rigging de personnage, Human Rigging.