Rigging

Rigging is the 3D animation process of building a digital skeleton (joints, bones, and controllers) inside a model so animators can pose and move it.
A good rig gives animators intuitive control over the character's movement, from broad body actions to subtle facial expressions. Rigging quality directly affects the range and fluidity of the final 3D animation.
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Sources
Academic papers, recognised industry standards, and canonical industry texts that back up claims in this entry.
- Computer Animation: Algorithms and Techniques. Parent, R., Morgan Kaufmann (Elsevier), 2012Supports: Standard textbook on computer animation algorithms
- Skinning: Real-time Shape Deformation. Jacobson, A., Deng, Z., Kavan, L., Lewis, J. P., ACM SIGGRAPH Course Notes, 2014Supports: Foundational survey of character skinning techniques used in rigging
Frequently asked questions
Where does rigging fit in the 3D pipeline?
Rigging happens after modelling and before animation. The model has to be complete (final topology, no major shape changes) before rigging starts, because changing the model breaks the rig. Once the rig is approved by the lead animator, the character can be picked up by the animation team and posed across every shot of the film.
What makes a good rig?
A good rig is fast to pose, gives the animator the controls they need (and not more), behaves predictably across the full range of motion, and does not break under extreme poses. Rigging is part technical, part anticipating how an animator will want to use the controls. Bad rigs slow animation by hours per shot.
How is AI changing rigging?
Auto-rigging tools (some AI-assisted) can produce a usable basic rig from a clean model in minutes, removing days of manual work for standard humanoid characters. Custom or stylised rigs still need a human rigger because the controls have to match the animation style. Our AI-assisted animation workflow uses auto-rigging where it fits and a human rigger where it matters.