SAG 105L Lecture Notes - Lecture 25: Kinematics, Inverse Kinematics, Forward Kinematics

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Without a skeleton, we would not be able to move: the same is true for your 3d models. To animate said model, you will need to insert a skeleton: this process is called rigging. A character rig, like a skeleton, is made up of a number of bones and controls the animator can manipulate and use to pose the model. The mechanics of the rig must be convincing and allow the character to bend and move in a believable manner. It involves: the fusion of bones, joints, deformers, surfaces, kinematics, and blendshapes. The bones will be assembled and joined together inside the mesh of your model. A computer has to be able to understand the order and priority of your rig"s parts: this is why we need hierarchies. A hierarchy is like a tree with a central root that spreads out to every moving part of the body.

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