ABSTRACT

RULES COVERED Rul e #4: Keep geometry (GEO), controls (CNTRL), and skeletons

(SKEL) in separate groups in the outliner Rule #5: Make controls that make sense to the animator

Let’s recap the rules that we have covered so far: #1. Edgeloops-a good or bad rig starts with the loops. #2. Never keyframe on the geometry. (Animate for change.) #3. Lock what isn’t going to be animated. #4. Keep geometry (GEO), controls (CNTRL), and skeletons (SKEL) in

separate groups in the outliner. #5. Make controls that make sense to the animator. #6. Happy math-controls and joints should be zeroed out. #7. Happy history-always delete unneeded history to keep a rig fast.