# 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