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How did I handle… Developing a Rigging Workflow for a Photo‑Realistic Human Character

How did I handle… Developing a Rigging Workflow for a Photo‑Realistic Human Character inside a 3D Production Pipeline
I’m dividing process in the following 4 steps: Modeling, Rigging, VFX, and Rendering. Setting up FK and IK on:
• Torso
• Head / Neck
• Arms / Hands
• Legs / Feet
• Skinning
I'm rigging and animating the character, and exporting a cached version using Alembic. I have too much to show about rigging, so I'm just mentioning this here as a part of the pipeline. The video is showing some IK controls on spine and right leg. If you want to know more about rigging and skinning, click on the following case studies:
Rigging a human body https://www.3dartviz.com/skills/skills-3d/rigging/rigging-human-body.html
Rigging a human head https://www.3dartviz.com/skills/skills-3d/rigging/rigging-skinning-human-head.html
Skinning a human body https://www.3dartviz.com/skills/skills-3d/rigging/skinning-human-body.html
Skinning facial expressions https://www.3dartviz.com/skills/skills-3d/rigging/skinning-facial-expressions.html

Some IK controls on spine and right leg.