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Key concept:
Switching systems
Many moves involve multiple spaces, kinematics
- Multiple parent spaces
- FK/IK transitions
When does this become part of the rig?
- When both components can interact
- Ex: getting out of rocking chair
- When momentum is preserved or transformed
- When intention is preserved
- Eg: Grabbing a moving target
- Eg: Walk > Handshake
When to fake:
- The transition is too complex... or too rare
Key points for all switches:
- Scope
- Clarity
- Accessibility
Character Rigging Best Practices copyright 2006 Steve Theodore