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Model Rigging

Model Rigging

Hairstyle Rigging Tutorial

Create the Hair Attachment Point:

  • Create a Hair_Root attachment point aligned with the Hair_Root point in the humanoid skeleton.
  • The custom-created attachment point should have no rotation or displacement in its coordinates.

Note: There are two Hair_Root points:

  • One is part of the standard skeleton (cannot be modified).

  • The other is custom-created based on the hair model.

    Model binding01

Create Hair Bones:

  • Construct bones following the flow of the hairstyle.
  • For front and back hair models, create separate bone chains: HairA for the front and HairB for the back.
  • If the hairstyle does not separate front and back hair, only the HairB bone chain is needed.

Model binding02

Apply Skinning:

  • Assign the Skin modifier to the front and back hair models.
  • Add the corresponding bone chains (HairA and HairB) for their respective sections.

Model binding03

Bone Influence Limit:

  • Each vertex can be influenced by a maximum of 4 bones. (Default settings in most DCC software exceed 4 and must be manually adjusted to 4.)

Weight Optimization:

  • Adjust skeleton keyframes to inspect the binding weight information for overlaps or structural anomalies.
  • Make targeted adjustments to optimize the weight distribution for smoother animations.

Full Workflow for Hairstyle Rigging

Clothing Rigging Tutorial

  • Select the Appropriate Skeleton: Use either the internal or external skeleton for binding based on the model type.
  • Verify Model Orientation: Ensure the model's orientation matches the software's front view and the model's face is forward-facing. Confirm that the model's coordinates are set to (X/Y/Z = 0/0/0). Adjust if necessary.

Model binding05

  • Unit Settings: Set the unit of measurement in the software to centimeters for consistency.

    Model-binding06

  • Match the Skeleton with the Model: Align the model's joints with the corresponding skeleton joints. Restrictions: Do not adjust skeleton hierarchy, naming, or size.

    Model-binding07

  • Apply Skin Modifier: Add the Skin modifier to the model and assign the required skeleton bones.

  • Exclude Certain Bones: Exclude Bip_01 and Root from the skinning process.

  • Bone Influence Limit: Ensure that each vertex is influenced by a maximum of 3 bones. (Most DCC software defaults exceed this and must be manually adjusted.)

Model-binding08

  • Adjust Keyframes for Testing: Modify skeleton keyframes to inspect binding weights for any overlaps or structural anomalies. Make necessary optimizations.
  • Import Weight Check Animation: Test the model and skeleton for potential issues like stretching, clipping, or broken faces.
  • Download: Skin Weight Check Animation

Model-binding09

Seam Weight Standards for Base Model Integration:

  • Base Model Seam Alignment: Ensure weight consistency at seams to prevent clipping or breaking during animation.

  • Weight Assignment Example: For the waist seam, both the top and bottom models should share the same weight values (e.g., Spine_01:1).

    Seam LocationFemale Weight ReferenceWeight AssignmentMale Weight ReferenceWeight Assignment
    Neck (Top Seam):Model-binding11Head:0.5
    Neck_01:0.5
    Model-binding12Head:0.5
    Neck_01:0.5
    Glove (Top Seam):Model-binding13Hand_L:0.4
    Lowerarm_L:0.6
    Model-binding14Hand_L:0
    Lowerarm_L:1
    Top-Bottom Seam:Model-binding15Spine_01:1Model-binding16Spine_01:1
    Bottom-Shoe Seam:Model-binding17Calf_L:1Model-binding18Calf_L:1

Full Clothing Rigging Workflow (Example: Top Clothing):