Before we can put animations on our characters in the game we have to first create a rig. A rig is a set of bones within the model of the character, that tells the model how and where to deform. Just as in a human body, a rig consists of hundreds of joints – depending how granular you’d like the controls to be. Here’s a sped up version of what the rigging looks like, once the joints/bones are all in place and I click the button to create the controls, resize them, and color them correctly.
Next I’ll have to paint the weights – which means that I’ll tell the model which part of the body follows which joint and to what degree… it’s a time-consuming but necessary process. But for now, it’s bed-time.