G—P / FMX 320 / Semester / Week 08

Week 08 · Phase 2 — Character & motion

Rigging: skeletons & skinning Project 2 launch

A character mesh is furniture until it has a skeleton and knows how to bend. Today you build a humanoid rig with Blender Rigify, bind the mesh, and paint weights until the shoulders and hips deform like joints instead of melting — then import it into Unreal as a Skeletal Mesh. Project 2 — your rigged and animated character — launches now.

Sessions Mon Oct 19 & Wed Oct 21 · 2:00 – 3:50 pm · CCB-134 Bring a character or the provided base mesh, in a clean T- or A-pose
By the end of this session you can

Mon 2:00 · Brief Bones, hierarchy, and skin

Rigging is building the puppet. Get the skeleton and the skinning right and animation is a joy; get them wrong and every pose fights you. This is the least glamorous week and the one that saves you the most pain later.

Joints and hierarchies

A rig is a tree of bones (Blender calls them bones; Maya calls them joints — same idea). Each bone is the child of another, so rotating the shoulder carries the elbow, wrist, and fingers with it. That parent-child hierarchy is the whole trick: you pose a few high-level controls and the chain follows. Build the hierarchy wrong — a bone parented to the skip-a-generation ancestor — and limbs detach in ways that are maddening to debug.

The humanoid skeleton

Humanoid rigs share a standard skeleton: a spine chain, a head, two arm chains (shoulder, upper arm, forearm, hand), two leg chains (thigh, shin, foot, toe). This standardization is what lets you retarget animation from one humanoid to another later — in Unreal, the IK Retargeter maps one humanoid Skeleton onto another. The bones sit at the anatomical joints — the elbow bone pivot goes exactly where your elbow bends, not an inch off, or the deformation lies.

Rigify, and Maya as the alternative

Blender's Rigify add-on generates a full, production-grade control rig from a metarig — a simplified skeleton you position to match your character. It gives you IK/FK limbs, foot rolls, and clean controls without hand-building hundreds of constraints. Maya's HumanIK and rigging tools do the equivalent job; we teach Rigify because it's free and in our default DCC, but the concepts port directly. Either way, you'll export the deform skeleton — the bones that actually skin the mesh — for Unreal.

Skinning and weight painting

Binding the mesh assigns each vertex a set of weights — how much each nearby bone influences it. Automatic weights gives a fast, usually-decent guess based on proximity. But automatic weights always struggle at high-deformation zones: shoulders, elbows, hips. Weight painting is you correcting that guess by hand — literally painting influence onto vertices — until the mesh creases and stretches like flesh over bone instead of shrink-wrap.

State of the Art · Auto-rigging is real, and partial

Services like Mixamo auto-rig humanoids in minutes, and ML-driven rigging keeps improving — you can take that motion and retarget it onto your UE skeleton with the IK Retargeter. But custom creatures, faces, and props still need hand rigging, and knowing what a good rig is lets you fix the auto-rigged one. Discussion: when is auto-rigging a shortcut, and when is it a trap?

Mixamo auto-rigging

Mon 2:45 · Guided lab Rig a humanoid, fix the joints

Metarig to control rig to clean deformation to an Unreal Skeletal Mesh — the full first pass on your character.

  1. First, five minutes for next week: install Claude Code and Codex

    The agent lab starts Week 09, and its first minutes should go to directing the agent, not installing it. Install both CLIs now — they are small — and sign in once from your project directory. Install only: no agents touch this week’s work.

    Exact steps
    1. Install Claude Code: follow code.claude.com/docs — one install command for your OS — then cd into your project root, run claude, and sign in.
    2. Install the Codex CLI from github.com/openai/codex, then run codex from the project root and sign in.
    3. Always launch an agent from inside the project folder — that is how it sees your files.

    Done when both claude and codex start from your project root without errors.

  2. Add the metarig

    With your mesh in a T/A-pose, Add → Armature → Human (Meta-Rig) from Rigify. If your character isn't humanoid, block a simple joint chain by hand instead and follow the same skinning steps.

  3. Position the metarig

    In edit mode, move each metarig bone to sit exactly at your character's joints — shoulders, elbows, wrists, hips, knees, ankles. Use front and side views. This alignment is the single biggest determinant of deformation quality.

  4. Generate the control rig

    In the Rigify panel, click Generate Rig. This builds the full control rig with IK/FK switches and posing widgets from your metarig. The metarig is now just the blueprint; you animate the generated rig.

  5. Parent with automatic weights

    Select the mesh, shift-select the rig, and Ctrl+P → With Automatic Weights. Blender binds every vertex to nearby bones. Grab a control and pose an arm — it moves, imperfectly. That's expected.

  6. Enter weight paint mode

    Select the mesh, switch to Weight Paint mode, and pick a bone to inspect its influence. Red is full influence, blue is none. Now you can see exactly where the automatic guess went wrong.

  7. Fix shoulders and hips

    Pose the arm up and the leg out, then paint weights until the shoulder and hip crease instead of collapsing or spiking. Smooth harsh transitions with the Blur brush. These are the two zones that make or break a humanoid.

  8. Test-pose the whole rig

    Run the character through extreme poses — arms overhead, deep crouch, head turned. Watch for pinching, volume loss, and candy-wrapper twists at the forearm and shin. Fix each as you find it.

  9. Export and import as a Skeletal Mesh

    Export the mesh with its deform skeleton to FBX (apply transforms, +Z up / -Y forward for Unreal), then import into Unreal with Skeletal Mesh checked. Unreal creates a Skeletal Mesh, a Skeleton asset, and a Physics Asset. Because this is humanoid, note the plan: keep the bone set clean so you can retarget onto it later via the IK Retargeter — you'll wire that up when animation clips arrive.

Wed 2:00 · Workbench Practice, unhurried

No new material. You work on your own file while I circulate — this is the hour where the technique from the guided lab stops being something you watched and becomes something you can do.

  1. Finish the lab on your own work

    The guided lab was built on the class example. Now do it on the piece you are actually submitting. That second pass is where it sticks.

  2. If you fell behind, catch up here

    This is what the hour is for. Say so and I will come to you — do not spend it quietly stuck.

  3. If you are ahead, go deeper

    Take the optional extensions from the lab, or push the piece further than the brief asks. Nothing graded depends on them.

  4. Ask Gary, the AI TA, anything

    The tutor on the course site is open all term for questions about how and why. It explains; you build. No agents in the work until Week 9.

Before you call it done

Wed 3:10 · Crit / share Project 2 launch & rig share

Project 2 — the Rigged & Animated Character — launches today; read the full brief on the course hub. Bring your rig to the front and pose it live through two extremes while the room watches the shoulders and hips. We're not judging animation yet — only whether the puppet is trustworthy enough to animate. A rig that deforms cleanly through crit is a rig you'll thank yourself for in three weeks.

Homework — due before Week 09

TaskDeliverable
Finish and clean your character rigA skinned humanoid that survives a full test-pose sweep, saved in your Blender file
Import the rig into Unreal as a Skeletal MeshA Skeletal Mesh + Skeleton asset with no bone-mapping errors, ready to retarget later

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