Monday, September 28, 2026

Basic Rigging

 

Honestly, rigging wasn't all too bad, it was just an insane amount of work. Skin weight painting was a bit of a pain on this mesh since the mesh for the boots and the legs are two separate pieces of geo. That meant there were a million vertices that were just hiding out waiting for me to think I was done.

 Building the skeleton was a cake walk. Place the joint in the right spot that makes sense for the body and then mirror it over. I used the front and side view to make sure they were all in the right spot.

Finally, I placed all the controllers. I made sure they all snapped to the joint locations with the snap point tool and then went through hell renaming them all. I finished it off by making sure they all received the parenting constraint so that they functioned as actually controllers. With that, bam, a brute rig. 

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