PREVIOUS POSTS

01. We are Infinita Studio

02. Game Design - The Beginning

03. Defining a Theme

04. Creating the Environment

05. Character Design - Part 1

06. Character Design - Part 2

07. Character Design - Part 3

08. Character Design - Part 4

by: Infinita Studio
Our game development is getting on the final part, although, as you all could see we have neglected our blog a little bit ;) but, we are back to keep the updates more frequent.
Now we are going to show a little about Rigging and animation of our test character. Rigging is a 3D animation technique that adds movement to a character simulating joints and bones, like we have on our bodies. This way the movements can be naturally organic, with ease flow to create characters that will have human-like features.

It's important to define some aspects on the skeleton so you won't have any issues when you start animate your character. For example, the arms must be correctly connected to the shoulder, elbow and hans joints to avoid weird unnatural rotations (well, except if you're looking for this kind of thing) the same applies to the spine, legs and the other bones your character will have.

One important thing to take care when you associate a mesh to a rigging skeletons is to look at the weight property and if necessary correct them with weight painting so each bone will affect only the specific part of the body (right side of the image).

This way you can now record your animations and export your character to use on the game engine. Stay tuned to see how we use 3D models on the game engine to start create the game and what framework we've choosen to make our first game.