2.2B RIGGING
Across
- 5. – A connected structure of joints and bones that defines how a model will deform during animation.
- 7. – Predefined shapes of a mesh that blend together to create facial expressions or deformations.
- 10. – Adjusting how much influence each bone has on specific parts of a model’s mesh.
- 12. – The degree to which a specific bone affects nearby vertices of the mesh.
- 13. – The rotational alignment of joints, crucial for predictable movement.
- 14. – A setup that links one object’s transformation (position, rotation, scale) to another’s.
- 15. – The process of binding a 3D mesh to a skeleton so it follows the rig’s movement.
- 16. – The process of adding a digital skeleton (bones and joints) to a 3D model so it can move and be animated.
- 17. – A user-friendly interface of controllers that allows animators to manipulate the rig without touching the bones directly.
- 18. – A control method where each joint is rotated manually in sequence to create movement.
Down
- 1. – A specialized rig setup for animating expressions, lip-sync, and speech.
- 2. – The parent-child relationship between bones, joints, and controls (e.g., moving the shoulder moves the arm).
- 3. – A modifier that changes the shape of a model non-destructively (e.g., bend, twist, squash).
- 4. – The change in a mesh’s shape when it’s influenced by bones, deformers, or blend shapes.
- 6. – The center of rotation or scaling for an object or joint.
- 8. – A control method where moving the end of a limb (like a hand or foot) automatically positions the rest of the joints naturally.
- 9. – Adds physics-based movement, such as hair, cloth, or secondary motion.
- 11. – A pivot point that controls rotation or movement; bones connect joints to form a skeleton.
- 15. – A technique for controlling flexible structures like spines, tails, or ropes using a curve.
- 17. – A custom control object (often a shape or handle) used by animators to manipulate a rig easily.