rigging
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