Connections & Constraints

Previously we looked at joint creation as well as some of the key elements and attributes you will need to be aware of when building your skeletons.

The natural step to follow on from this would be to begin looking into controlling those joints. Ideally, with any rig, you don’t want the animator to be able to directly select the joints, they should be hidden away and instead controlled with custom icons or other attributes.

We will be discussing how to create custom control icons in the next video, but those controls need to be able to drive the joints, so in this video we will be talking about the various connections and #constraints you can use to achieve this.

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Control Creation & Setup

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Joints