Rigging and Deformation of a Character
Discover how to bring your animated characters to life
Jose Antonio Martín – technical director of characters and rigger – has worked for studios such as Framestore, MPC, Double Negative in special effects productions such as Gravity , Terminator Genesis , Suicide Squad or Ghost in the shell . One of the most artistic and creative processes that he has to face as rigger is the creation of deformations of the characters, which are very important both in the animation of realistic characters and cartoon characters.
In this course you will learn to create the deformation rig of a human character from the basic deformation controls. This is the continuation of the course of Introduction to rigging for animation , so, If you have done it, you can use the elements created in it. You will learn some tricks to work the deformation, you will add the joints and you will carry out the weighing of the character, learning to define a correct deformation and make his movements more credible.
You will begin by getting to know the work of Jose Antonio Martín, who will tell you about his influences and will tell you exactly what the rigger’s work consists of.
Then he will explain the fundamental concepts that you must know to be able to make quality deformation rigs. You will discover the difference between intersection and loss of volume, you will learn what are Twist Joints, Stretchy Joints and Push Joints.
You will apply the Twist Joints on arms and legs.
Once you have created the complete rig you will start with the deformation and you will create skinCluster on the head, torso, arms and legs, that is, on all the pieces of the 3D model on which you are working.
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