# A Basic Rig **[[100. Rolling Cube Rig]]** # Rigging Concepts [[010. Character Rig Hierarchy, Controls]] [[011. Drawing Controls (NURBs Primitives, Curves)]] [[015. Character Model Shader Strategy]] # Modeling for Deformation [[020. Model Topology for Deformable Meshes]] [[021. Torso Model]] [[022. Hand Model]] [[023. Foot Model]] [[024. Mouth Model]] [[025. Ear Model]] [[026. Eyes, Eyelids Modeling]] [[027. Nose Model]] [[028. Head and Face Model]] [[029. Creating, Cutting, Sewing, Relaxing, and Normalizing UVs]] # Character Set-up ## Joints **[[030. Drawing Joints, Joint Orientation, Editing Joints]]** [[031. Joint Structure for Human Biped]] ## Kinematics [[032. Forward Kinematics Controls]] [[033. Inverse Kinematic Controls]] **[[034. Reverse Foot Setup]]** Indirect Controls [[035. Set Driven Key (SDK) Fingers]] Combined Finger FK Lollipops ## Binding Mesh Components to Joints **[[040. Bind Smooth Skins]]** [[041. Painting Skins Weights]] [[042. Component Editor Point Weights]] ## BlendShapes for Complex Deformations [[043. Influence Objects for Automatic Controls]] [[044. Blendshapes for Corrections]] [[045. Blendshapes for Facial Animation]] ## Joint-Based Complex Deformations [[Unreal MetaHuman-style Bone Deformations]] ## Other Deformers Rotating Non-proportional Eyes under Lattices Squash and Stretch