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Various Methods to Rig a 3D Model

In this class, we will explore how to rig character models in 3D software. rigging is a key step in 3D animation production.
The interface of the Advanced Skeleton website
© Screenshot provided by the author

Rigging a 3D Character in Maya

Welcome back to our course! In this class, we will explore how to rig character models in 3D software. Rigging is a key step in 3D animation production. It determines whether the model we create can be effectively and smoothly applied to animation and give life to the character.

In the current tutorial, we will use the function of Maya’s Quick Rig as a basic example to explain the specific steps and techniques of the rigging process. Additionally, Maya has several different rig schemes, and you are welcome to flexibly choose the appropriate tools and methods in practice.

1. Prepare the Model

First, we import the character model into Maya. It is recommended to use the FBX or OBJ format for import. When importing, make sure the model has been cleaned up to avoid redundant history records and useless objects, and ensure that the entire model structure is clear and clean.

  • After the model is imported, select all objects and reset the coordinate origin to zero to clear unnecessary information from the model.
  • Use the shortcut key Ctrl + G to group all objects. Now we can select the entire character model by selecting the generated group.

2. Use of Quick Rigging Plug-in

  • First, change Maya’s mode from Modeling to Rigging in the upper left corner. Then open the Skeleton > Quick Rig. The window of Quick Rig will appear.
  • We can directly click the ‘One-Click’ option to finish rigging in several seconds, but it may not be good enough, so we use the ‘Step-By-Step’ option.
  • Select the group of the character model, and click the ‘Create a new character’ button. After clicking, Maya will automatically recognize our model and generate a list.
  • We can set the number of joints in Guide Settings. Keep the default settings and click Create/Update.

3. Positioning Joints

After a few seconds, many small dots will appear on the model, which represent the joints. However, the initial position does not always completely match the position of the model’s joints, so we need to manually adjust the position of these dots so that they correspond to the joints of the model.

  • To simplify the operation, it is recommended to adjust the position of the dots on the left or right side first. After completing the adjustment on one side, click this button:
    • ‘Use selected guides as source for mirroring right guides to left guides’. This will symmetrically copy the adjusted dot positions to the other side.

4. Skinning

  • Click ‘Create/Update’ below to generate the skeleton framework. However, this skeleton cannot control the model yet because they are not linked.
  • Next, we perform skinning. Click ‘Create/Update’ again and wait a few seconds. The corresponding controller will appear on the model.
  • Try moving the controller to ensure the rigging is complete. Your character can now move freely in the animation.

Tips for Rigging

When rigging a model, pay special attention to:

  • Joint position accuracy: Improper joint position may cause the character to twist or deform during animation.
  • Bone structure rationality: An unreasonable bone structure will limit the character’s range of motion.
  • Skin weight distribution: Uneven weight distribution may cause the character to stretch or deform during movement. It is recommended to use Maya’s built-in “Skin Weight” tool to adjust the weight manually to ensure that each joint of the character maintains a natural shape during movement.

Other 3D Rigging Solutions

In addition to using Quick Rig built into Maya, there are many other 3D rigging solutions. Here are three of them:

1. Manual Bone Setup with IK/FK and Controllers

This method is the most fundamental 3D rigging approach. In Maya’s rigging mode:

  • We manually create bones for the model, including the main skeleton and subdivision bones.
  • Create corresponding controllers for the bones and constrain the bones to the controllers.
  • Set up IK/FK (Inverse Kinematics/Forward Kinematics) systems, skin the model to the bones, and set weights.

Advantages:
– High degree of freedom; bones can be adjusted according to model needs.

Disadvantages:
– Requires significant manual work, is time-consuming, and demands high proficiency.

2. Utilizing External Maya Plugins (e.g., Rigger)

Once you master basic rigging, you can use plugins and tools to assist in the rigging process, enhancing efficiency. Plugins like Rigger, Advanced Skeleton, IK Max, etc., can be used to generate bones, controllers, and set up IK/FK functionalities. Some plugins may require payment.

3. Collaborating with Mixamo and Other Plugins (Advanced Skeleton)

If you want to quickly obtain a pre-bound model, consider using Mixamo:

  • Upload your model to the Mixamo website, set up the joints, and let Mixamo handle the rigging process.
  • Download the pre-bound files and make final adjustments locally. However, Mixamo doesn’t provide controllers, so you may need to use Advanced Skeleton to add controllers and replace the bones created by Mixamo.

Conclusion

Mastering 3D binding methods in software like Maya is essential for creating dynamic and lifelike animations. Whether you opt for manual bone setup, utilize external plugins for efficiency, or collaborate with tools like Mixamo, each approach offers unique advantages and challenges.

Proficiency in 3D binding requires practice, patience, and a deep understanding of how bones, controllers, IK/FK setups, and skinning work together to bring your models to life. Don’t be afraid to experiment, refine your techniques, and explore new tools to enhance your skills in character rigging.

As you continue your journey in 3D animation, keep challenging yourself to learn and grow. Embrace the complexities of 3D binding as opportunities to expand your creativity and technical expertise. With dedication and perseverance, you’ll unlock the full potential of your animations and bring your characters to new levels of expression and movement.

Happy rigging!

© Communication University of China
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