Rigging & Animation

Rigging

Building a deformation skeleton

Definition

Rigging is the process of building the skeleton and control system that animators use to pose and animate a character. A rig consists of bones, controllers (NURBS curves shaped for ease of selection), constraints (IK/FK chains, parent constraints), and often a custom UI. Production rigs are surprisingly complex — a typical AAA character rig has 200–500 bones and 50–100 controllers.

In production

A rig consists of bones (joints in Maya's terminology), controllers (NURBS curves shaped for ease of selection — a circle around the foot, an arrow at the root), constraints (IK/FK chains, parent constraints, pole vectors for elbow and knee aiming), and often a custom UI built with Maya's Python API or Blender's custom panel system. IK/FK switching is a baseline requirement so animators can blend between hand-placed foot poses and natural swinging arcs mid-animation without a pop. Facial rigs typically layer a joint-based system for large jaw and eye movement underneath a blend-shape (morph target) system for fine expression detail, since joints alone can't reproduce a convincing cheek squash or lip pucker. Unreal Engine 5's Control Rig and Blender's Rigify add-on both generate a large portion of this scaffolding automatically from a template skeleton, saving weeks versus hand-building every controller in Maya.

Learn Rigging in

Tools that use Rigging

See also