Rigging is the process of adding a ‘skeleton’ to a 3D model so it can be animated. Rigging involves binding the model to a series of joints and handles so animators can bend the model into the desired pose. This stage can be performed after the modeling is complete or once textures and shaders have been applied. Test animations are often performed to show how the model looks when deformed into different positions, and corrective adjustments are often made.
Placing the skeleton is usually the simplest part of rigging, as the bones are typically placed in accordance to where real life bones are positioned. Joint Hierarchy refers to the chain of command formed when making a rig to ensure it works properly, meaning that when you move a bone high in the hierarchy, it will also reposition the bones lower than it in the hierarchy. Put simply, when you move a thigh bone, all the bones in the lower leg will also move (This is referred to as forward kinematics.) Inverse Kinematics is the opposite of forward kinematics and is used often used when modeling a character’s limbs. Instead of moving the thigh and having all the bones down to the toes adjust, inverse kinematics makes it so when you move the toe or foot, all the bones up to the thigh adjust with it. Inverse kinematics are most appropriately used when a model has to place it’s terminating joints ( feet, hands, fingers, toes) very precisely. Degrees of freedom and restrains are necessary to create realistic animation, as most joints in real life are limited in the directions they can move, such as knees, wherein joint constraints need to be applied.
Faces and fabric are usually too complex to traditionally rig with the bone and joint structure, and so morph targets are often used. Morph targets are duplicates of the original model, but altered to a different state from the default. These alterations can be applied to the default models over time, in which the 3D software used with interpolate the changes from a starting point to an ending point, essentially automatically animating the model until the morph target is reached.
Slick, J. (2015). How Are 3D Models Prepared for Animation?. About.com Tech. Retrieved 24 February 2015, from http://3d.about.com/od/Creating-3D-The-CG-Pipeline/a/What-Is-Rigging.htm
Wikipedia,. (2015). Skeletal animation. Retrieved 24 February 2015, from http://en.wikipedia.org/wiki/Skeletal_animation
Sanders, A. (2015). What Are Morph Targets?. About.com Tech. Retrieved 24 February 2015, from http://animation.about.com/od/glossaryofterms/g/What-Are-Morph-Targets.htm