rigging

📁 davincidreams/agent-team-plugins 📅 13 days ago
4
总安装量
3
周安装量
#50211
全站排名
安装命令
npx skills add https://github.com/davincidreams/agent-team-plugins --skill rigging

Agent 安装分布

codex 3
opencode 2
antigravity 2
claude-code 2
github-copilot 2
kimi-cli 2

Skill 文档

Rigging

Skeleton and Joint Hierarchy

Joint Placement

  • Anatomical Accuracy: Place joints following anatomical structure
  • Deformation Considerations: Position joints for optimal deformation
  • Joint Orientation: Orient joints for proper rotation axes
  • Joint Hierarchy: Create logical parent-child relationships
  • Naming Conventions: Use consistent, descriptive joint names
  • Scale and Proportions: Maintain proper scale and proportions

Joint Types

  • Ball Joints: 3 degrees of freedom (shoulder, hip)
  • Hinge Joints: 1 degree of freedom (elbow, knee)
  • Universal Joints: 2 degrees of freedom (wrist, ankle)
  • Root Joint: Base of the skeleton hierarchy
  • End Joints: End of joint chains (fingertips, toes)

Joint Hierarchy

  • Root: Top of the hierarchy (hips, pelvis)
  • Spine: Spine joints from pelvis to neck
  • Limbs: Arms and legs with shoulder/elbow/hand and hip/knee/foot
  • Head: Head and facial joints
  • Fingers: Finger joints for detailed hand animation
  • Toes: Toe joints for detailed foot animation

IK and FK Controls

Inverse Kinematics (IK)

  • IK Solvers: Calculate joint positions from end effector
  • IK Handles: Controls for IK chains
  • Pole Vectors: Control IK chain orientation
  • IK/FK Blending: Switch between IK and FK
  • IK Constraints: Limit IK movement
  • IK Applications: Legs, arms, spine, fingers

Forward Kinematics (FK)

  • FK Controls: Rotate joints directly
  • FK Chains: Parent-child joint relationships
  • FK Applications: Spine, fingers, toes, tail
  • FK Advantages: Intuitive, predictable, easy to animate
  • FK Disadvantages: Time-consuming for complex poses

IK/FK Switching

  • Blend Controls: Switch between IK and FK
  • Match IK to FK: Match IK pose to FK pose
  • Match FK to IK: Match FK pose to IK pose
  • Seamless Transitions: Smooth switching between modes
  • Animation Considerations: Plan IK/FK usage in animation

Facial Rigging and Blendshapes

Blendshapes

  • Shape Keys: Create facial expressions
  • Expression Targets: Create expression targets for blendshapes
  • Phonemes: Create phoneme targets for lip sync
  • Eye Shapes: Create eye shape targets
  • Brow Shapes: Create brow expression targets
  • Mouth Shapes: Create mouth expression targets

Facial Rigging Techniques

  • Joint-Based: Use joints for facial animation
  • Blendshape-Based: Use blendshapes for facial animation
  • Hybrid: Combine joints and blendshapes
  • Morph Targets: Alternative to blendshapes
  • Bone-Driven: Use bones to drive blendshapes

Eye Rigging

  • Eye Joints: Create joints for eye movement
  • Eye Controls: Create controls for eye direction
  • Eyelid Rigging: Create controls for eyelid movement
  • Pupil Rigging: Create controls for pupil dilation
  • Eye Constraints: Limit eye movement to natural range

Constraint Systems

Constraint Types

  • Parent Constraint: Constrain object to follow parent
  • Orient Constraint: Constrain object orientation to target
  • Point Constraint: Constrain object position to target
  • Aim Constraint: Constrain object to aim at target
  • Scale Constraint: Constrain object scale to target
  • Geometry Constraint: Constrain object to follow geometry

Constraint Applications

  • IK Controls: Use constraints for IK controls
  • FK Controls: Use constraints for FK controls
  • Space Switching: Switch between different spaces
  • Follow Through: Use constraints for follow-through animation
  • Secondary Motion: Use constraints for secondary motion

Constraint Best Practices

  • Constraint Order: Order constraints for predictable results
  • Constraint Weighting: Use constraint weights for blending
  • Constraint Limits: Limit constraint influence
  • Constraint Performance: Optimize constraints for performance
  • Constraint Cleanup: Remove unnecessary constraints

Weight Painting Techniques

Weight Painting Basics

  • Vertex Groups: Assign vertices to bone groups
  • Weight Values: Assign weight values (0-1) to vertices
  • Weight Influence: Control bone influence on vertices
  • Weight Normalization: Normalize weights for predictable results
  • Weight Smoothing: Smooth weights for natural deformation
  • Weight Mirroring: Mirror weights across symmetry

Weight Painting Tools

  • Weight Brush: Paint weights directly on mesh
  • Smooth Brush: Smooth weights for natural deformation
  • Blur Brush: Blur weights for smooth transitions
  • Add Brush: Add weight to vertices
  • Subtract Brush: Subtract weight from vertices
  • Normalize: Normalize weights for predictable results

Weight Painting Best Practices

  • Joint Areas: Concentrate weight around joints
  • Deformation Paths: Follow natural deformation paths
  • Weight Distribution: Distribute weight evenly
  • Weight Limits: Limit weight to appropriate areas
  • Weight Testing: Test weights with animation

Rig Optimization for Real-Time

Optimization Techniques

  • Reduce Bone Count: Remove unnecessary bones
  • Simplify Constraints: Simplify constraint systems
  • Optimize Weights: Optimize weight painting
  • Use IK/FK Efficiently: Don’t overuse IK
  • Reduce Control Count: Reduce control complexity
  • Optimize Hierarchy: Optimize joint hierarchy

Real-Time Considerations

  • Frame Rate: Maintain target frame rate
  • Memory Usage: Minimize rig memory
  • CPU Usage: Reduce rig CPU cost
  • GPU Usage: Minimize rig GPU impact
  • Network: Reduce network bandwidth for multiplayer

Platform-Specific Optimization

  • Mobile: Lower bone count, simpler rigs
  • Console: Medium optimization, balance quality and performance
  • PC: Higher quality, more complex rigs
  • VR: High frame rate priority, reduced complexity
  • AR: Real-time performance priority

Rig Export and Integration

Export Formats

  • FBX: Most common format, supports rigging
  • Maya ASCII/Binary: Maya native format
  • Blender: Blender native format
  • Collada (DAE): Open standard format
  • glTF/GLB: Web-ready format

Export Settings

  • Bake Animation: Bake all constraints and IK to FK
  • Include Skeleton: Include skeleton in export
  • Include Blendshapes: Include blendshapes in export
  • Root Motion: Include or exclude root motion
  • Animation Takes: Export specific animation takes

Integration

  • Unity: Import FBX, configure Avatar, set up Animator Controller
  • Unreal: Import FBX, configure Skeleton, set up Animation Blueprint
  • Godot: Import glTF/FBX, configure Skeleton, set up AnimationPlayer
  • Web: Use Three.js or Babylon.js with glTF rigging
  • Custom: Parse rig data and apply to custom systems