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GlossaryWhat is rigging?

What is rigging?

Martin Keller
-
Last updated:
December 30, 2025
In this glossary article:
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GlossaryWhat is rigging?

What is rigging?

Martin Keller
-
Last updated:
December 30, 2025

Definition What is rigging?

Rigging translates product logic (hinge, push, turn) into operable control handles: this allows feature advantages to be shown visually immediately - such as soft-close, modular extensions or textile reactions. The effect: comprehensible product communication, applicable from hero stills to campaign films, e.g. in a 3D product video.



Rigging in practice: From T-pose to movement (FK/IK in action)

To turn a static 3D model into credible movement, you need a clean rig: bones for deformation, controls for operation and FK/IK for efficient posing. The first picture shows the neutral T-pose with control shapes - here the joints are tested, weights are checked and FK/IK switches are applied. The second image demonstrates a running pose: the legs run in IK (foot remains stable on the ground), the arms swing in FK, while the hips and spine guide the body's center of gravity. In this way, a good rig enables fast, reproducible animations - without messy deformations.



3D character in T-pose with visible armature and controller shapes (FK/IK) - starting point for rigging
T-Pose with bones and control objects: This makes the mesh animatable via joints (bones) and controls.



Rigged 3D character in running pose; colored bones show IK legs and FK arms in action.
Rig in motion: Combination of IK for the legs and FK for the arms - ideal for clean running cycles.



Rigging basics: Joints, controllers, constraints & skinning

  • Joints/bones form the kinematics (hierarchy, pivots, axes).
  • Controllers are the operating handles for animators; movements are plausibly limited with constraints (e.g. Limit, Aim, Parent/Point/Orient).
  • FK/IK: Forward Kinematics controls limbs one after the other (precise arcs), Inverse Kinematics places the end point (perfect for grips/support).
  • Skinning combines mesh and skeleton: LBS (Linear Blend Skinning) is fast, DQS (Dual Quaternion) holds the volume better; blend shapes correct folds/bumps in close-ups.
  • The model base is crucial for clean deformation (loops on joints, frozen transforms) - see 3D modeling.
  • In-depth information on skeletal logic: Blender Manual - Armatures.



IK/FK change in the run cycle - Rig controls in action

The GIF demonstrates how a clean rig alternates between Inverse Kinematics (IK) for stable legs and Forward Kinematics (FK) for naturally swinging arms. You can see how Foot-Roll/Plant-Foot locks the standing leg to the floor while the hips and spine guide the body's center of gravity. Such control setups speed up posing, prevent foot-sliding and deliver reproducible animations for product and character CGI.

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Comparison table: FK vs. IK - control, use & limits

Criterion FK (Forward Kinematics) IK (Inverse Kinematics) Hybrid (FK/IK switch)
Control system Rotations limb by limb Control end effector target Situationally switchable
Strengths Elegant animation arcs Contact/grip/support Maximum flexibility
Typical cases Flaps, camera arms Robot arms, doors, handles Product + figure mixed
Boundaries Time-consuming for contacts Can "buckle", joint limits necessary More setup effort



Comparison table: Skinning process - LBS vs DQS vs Blendshapes

Procedure Idea Advantages Boundaries Use
LBS Linear mixing of joint matrices Fast, broadly supported Volume collapse with twists Rigid/semi-rigid parts
DQS Quaternion-based mixtures Better volume retention Slightly more expensive Upholstery, organics, twists
Blendshapes Additive mixing of target shapes Perfect corrections Maintenance effort Close-ups, signature folds



Rigging workflow for furniture & products (7 steps)

  1. Model check (deformation-ready): clean topology, edge loops at pivot points, normals okay, transforms frozen.
  2. Joint layout & pivots: set real pivot points (hinges, pull-outs), align axes consistently.
  3. Controllers & limits: FK/IK sets, meaningful constraints (min/max), logical naming.
  4. Skinning & corrections: Coarse auto-weights, refine manually; DQS for twists, define necessary blend shapes.
  5. Defo tests: Check extreme poses, self-intersections and rig stability; create test clips.
  6. Retargeting/clips: reusable movements (e.g. open/close door, grab handle), version guidance.
  7. Export & target path: Film/Offline (full rig) vs. Web/Realtime (lean rig, baked constraints) - for browser experiences we recommend the 3D viewer.

Error patterns in rigging - and quick fixes

  • Tilting pivots / incorrect axes: Normalize joint orientations, define "zero pose".
  • Non-uniform scale on joints: avoid (leads to distorted deformations).
  • Weight "tips" (hard combs): Local Smooth/Normalize passes, limit joint influence.
  • Twist collapse on the arm/tube: DQS + additional twist bones; Blendshape corrections if required.
  • Export surprises: Beacon unsupported constraints (keyframes), remove dummy bones; production guide see Maya Help - Rigging .



Export & formats: FBX, glTF, USD (practice)

  • FBX remains solid for DCC exchange/offline render.
  • glTF/GLB is ideal for web/viewers (skins/animations, good runtime ecosystem) - technical details on skins: Khronos glTF 2.0 - Skins.
  • USD/OpenUSD is suitable as an authoring hub for large scenes/variants. For e-commerce stills 3D product visualization provides the appropriate output; interactive demos run in the browser, for format information see glTF file format.

FAQ - Rigging



How do I know if my 3D model is "rig-ready"?

Clean topology with edge loops at joints, correct normals, no duplicate vertices, frozen transforms (scale/rotation = 1/0) and realistic pivot positions. A quick test: three extreme poses (0 %, 50 %, 100 %) without skinning artifacts or flutter.



FK or IK - what do I use for product mechanics?

For pure rotary or folding movements (hinges, lids), FK is precise and clean. For contact and grip situations (arm to grip, robot end effector), IK provides speed and stability. In practice, an FK/IK switch is ideal: FK for clean arcs, IK for interactions.



How do I prevent volume loss ("candy wrappers") and hard wrinkles?

Use DQS (Dual Quaternion) at critical twists, add twist bones along rotating axes and correct close-ups with blend shapes. Limit the number of joint influences per vertex (max. 4) and smooth weights locally instead of globally.



How "light" does a rig for web/viewer have to be?

As lean as possible: core chain + few twist bones, remove unnecessary helpers, bake constraints (keyframes), key reduction with tolerance (e.g. 0.5-1 mm). Target values: ≤ 4 weights/vertex, moderate bone count (e.g. 30-80 for product rigs) and 24-30 fps with stable frame rate.



How do I make movements reusable (clips/retargeting)?

Build modular animation clips (e.g. door open/close, slide in/out) and maintain consistent skeleton naming. Use neutrals (bind pose, zero pose), the same axis orientations and document limits - this allows clips to be transferred to variants and successor models.



Which typical rigging mistakes cost the most time - and how do I avoid them?

Non-uniform scale on joints (avoid), incorrect joint orientations (normalize before skinning), too many controllers without benefit (reduce), missing extreme tests (always check 0/50/100 %). Before exporting: bake constraints, remove dummies, check naming/units and run through a 10-second smoke test animation.

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