Day 16.

When rigging hands and fingers or feet and toes it is efficient to weight all the toes/fingers to only one or two bones to achieve nice, progressive motion without cluttering your rig with many controls.

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Day 28.
Animations can be imported as long as some bone names match, this is great to work in teams or to salvage bits from other skeletons that share only some bones!

1 17

sprite commission for my friend FlashFirePrime! His Nata-Otomo Jezebel. This was difficult but fun to work on. 😅

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Day 21.
A path constraint targets the slot itself, this means that you can change the active path during the animation for amazing dynamic results!

18 64

It's apparently and while it seems to be intended for animation riggers... look, I need an excuse to draw and design skeletons a whole month before spook time.

Meet Erica, a regular jogger and overall cutie.

8 32

Day 7.
Do you continuously have to juggle between groups of bones/meshes/anything when you animate, and reselecting them is a pain? You can quickly navigate the history of your previous selections using PAGE_DOWN and PAGE_UP.

2 25

Short gif. How to create volume rotation for non-organic

8 36

Day 1.
When adjusting a mesh's weights, push your skeleton to extreme poses. This way the weights that need to be corrected stand out, and tuning the mesh is easier!

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Day 26.
Here's an easy setup to deform a handheld object in faux 3D.

3 28

Day 25.
Want to copy a pose into a new animation but the selected keys don't include everything? Press CTRL+SHIFT+L to key all the active timelines in your dopesheet and create only the necessary missing keys.

4 24

Day 24.
You can save a collection of frequently used poses and parts in an animation, such as mirrored legs or alternative constraints settings, to quickly copy and paste into new animations.

1 21

Day 22.
Perspective legs may not need a complete IK setup. Pinning them to the ground and to the body with just a bone in the middle can help achieve more poses and freedom.

9 57

Day 21.
You can blend several animations together to create interactive experiences by controlling the animation Alpha. And the pose for each direction can have its own special twist!

11 73

Day 19.
Rig long hair as straight as possible and divide it in smaller chunks of variable weight to have more control and variety!

3 40

Day 17.
Speed up your rig creation! Using the create tool, select a parent bone, hold CTRL and click on one or more images, then click and drag to create a bone. The images are parented to the new bone, the new bone is named after the first image!

3 26

Day 12.
Weights are a great way to attach the ends of straps, strings, or ropes to different items and have them move independently. E.g. shoulders on one end, bag on the other end. Can also be applied to pendants, yo-yos, marionettes, and more!

4 47

Day 11.
Direct deformation can be used to match meshes as close as possible and smoothly transition from one image into a similar one.

3 32

Day 8.
You can animate a bone for the maximum movement, then adjust a transform constraint's mix (in the editor or at runtime!) to control how much that aspect of the animation is applied.

6 39

Day 7.
The behavior of the same asset can be changed in different skins by simply applying different weights!

6 50

Wake the fuck up, skeleton. We got a city to burn.

3 18