University

Rigging Mechanics, Tools and Techniques

A university rigging project focused on building an animation-friendly Maya rig with clean hierarchy, intuitive controls and reliable deformation.

Seated 3D character pose for the rigging project

CONTEXT

University project

MY ROLE

Character rigging, skinning, controllers and deformation testing

TOOLS & SOFTWARE

Autodesk Maya

ngSkinTools

The brief

Develop a production-ready, animation-friendly rig for an existing 3D model using industry practices. The rig should have a clean hierarchy and consistent naming.

Process & exploration

Rigging workflow

Rigging prepares a model for animation by building a joint structure, adding controls, binding the mesh and testing how it deforms. This project documents that workflow in Autodesk Maya, from scene setup and joint placement through skinning and pose refinement.

Core setup

The work covers joint orientation, controller placement, skinning and binding, plus tests to refine the rig. Maya’s grid was changed from centimeters to meters before rigging.

  • Create a joint hierarchy and orient the joints

  • Place controllers and connect them with constraints

  • Bind and skin the model

  • Set up IK/FK and set-driven keys

  • Test the rig in extreme poses and refine deformations

Outcome & reflection

Final renders

The project concludes with pose renders used to demonstrate deformation. The rig was tested in multiple poses, including extremes, and the set-driven keys were checked as part of the final refinement.

Have a project in mind? Let’s talk ↗

More ideas. More possibilities.

NEXT PROJECT

Purple Haze energy drink product render with fluid simulation

A 10-second 3D product advertisement for a fictional energy drink, developed through Houdini simulations, procedural workflows and compositing.

LOADING YOUR EXPERIENCE