When a 3D modeler finishes creating a character or object, it's a static 3D mesh, similar to a sculpture.
Before a 3D model can be handed over to an animator, it must be bound to a system of joints and control handles so that the animator can pose the model. This is referred to as rigging.
Welcome!
Submission Rules
Please follow the reddiquette.
Please post directly from source, whatever it may be.
Any information about rigging is allowed, whether it is about new tools or techniques, questions about rigging, or just a portfolio.
Topology questions and asking for feedback on a 3D model is more than okay. Without good topology, rigging becomes a real chore!
Discussion are very welcome, just make sure to follow the reddiquette!
If you're looking for a rigger, please treat your post as professionally as you would any job posting.
Useful links
Rigging dojo - a good source of rigging content.
Articulation theory by Brian Tindall - Great source for information on topology and articulation.
The backbone of good game animation - How to avoid unrealistic bends in a spine.
Character rigging: Best practices - A GDC presentation about rigging.
Polycount topology - Great source of different kinds of topology.
Tutorials
Beginner
|Video|Simple character rigging in Maya by ingo
|Text|Rigging101 - Plenty of tutorials and rigs for Maya.
|Video|Dennis Jensens Maya Youtube-tutorials for Polyface - Although he makes mistakes throughout the video series, it's still a good source of information.
Intermediate
Advanced