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Build a Rig

What is a Rig?

A rig is a combination of multiple models to shape a compound asset (static) or an animated asset and define how the models may move in relation to each other.

The relationships are set up in a hierarchy of parent and child nodes in the Skeleton, where movement of the parent node determines the movement of its child nodes. A child node can also be a parent of other nodes, making it possible to rig and animate complex entities.

Parent & Child Relationships

Child Node

A child node is attached to a parent node within the Skeleton hierarchy. This empty node controls the location of any attached model relative to the position of the parent node.

Bounding Box

When you create a new node, it will display as an empty bounding box of 32x32x32 (if bounding boxes view enabled) until a model is linked. Then the bounding box will match the model linked to the node.

Motion

If the position of the parent node is adjusted, the child node will follow. However, the child node can be moved independently of the parent.

The exception is when Inverse Kinematics is togged on in the Menubar, where the child node can be positioned and its parent (as well as its parent, and so on) will follow, which helps when it's more natural to position the child node at the end of chain of influence created from a hierarchy with multiple levels.

3D Movement Example

When a child node is moved or rotated in the viewport, the child node moves independently and the parent node stays in the same location.

When a parent node is moved or rotated in the Viewport, the child node will follow to maintain its relationship with the parent.

Example: Moving a Parent Node and Its Children

Example: Rotating a Parent Node and Its Children

Parent and Child Node Uses

Creating parent and child relationships between nodes can be useful for:

  • Keeping nodes organised in groups for easier management of complex rigs with multiple main parts, such as a bookshelf and the items placed on it

  • Building smooth, curved shapes using multiple models, such as a wheel or arch

  • Creating motion where some nodes naturally follow others, such as the parts of an arm

View Relationships

Using the button in the Menubar, the rig's skeleton visibility can be toggled on/off.

Normal View
The Skeleton of the Rig

The image on the left shows the asset's appearance, with models linked to the rig's nodes.

The image on the right shows the asset's skeleton, with red lines that are thick at a connection with a parent node and thin at a connection with a child node.

PARENT/CHILD SIMILARITIES IN VOXEDIT & GAME MAKER The parent and child relationships defined in the Skeleton of the Animator are similar to the parent and child relationships of objects defined in Game Maker's Hierarchy.

In both software, the parent's position and rotation influences the same for the child.

Build a Rig

Static Compound Entity
Skeleton Panel showing the rig
  1. To create a rig, first you must first decide the shape of your whole entity.

  2. Then you will break it down into smaller parts, or models, based on the necessary structure, whether it is static or animated.

  3. To move these parts, nodes must be added in the Skeleton in a hierarchy of parent and child relationships.

Nodes are sometimes called the "bones" of the "skeleton."

  1. Models are linked to each node with a simple drag and drop from the Library to the node. Then they are positioned by selecting tools in the Menubar and adjusting in the Viewport. Be sure the pivot point for each model is positioned correctly for the expected motion.

Example:

The pivot point on the lid of a chest should be on the back where the hinges would be.

  1. You can create multiple animation states in the Timeline, which are poses of your rig's nodes/models. For each animation state, you can add motion keyframes to make the nodes/models move.

The entity below is one of many VoxEdit Templates, broken down into its models. The joints on a real animal help visualise all of its parts, which will become separate models. The joints also help visualise where the pivot point on each model should be, knowing how a model should move and rotate.

This image shows multiple models combined in the rig
This image shows all models in the rig separated

To simulate the movements of a dog or wolf, an entity would need parts such as:

BODY CENTRE

  • Torso

  • Pelvis

HEAD

  • Neck

  • Head

TAIL

  • Tail01

  • Tail02

  • Tail03

FRONT LEGS

  • FrontLeg01

  • FrontLeg02

  • FrontFoot

BACK LEGS

  • BackLeg01

  • BackLeg02

  • BackLeg03

  • BackFoot

The Torso and Pelvis are the center of the animal's body, so they should be parents of all other nodes. The Head and Front Legs are attached at the Torso and the Tail and Back Legs are attached at the Pelvis.

Except for the Body Centre group above, think of each of the other groups above as a chain of child nodes (and remember you'll need a chain for each Front Leg and Back Leg, as well as the Tail). There are a lot of nodes to add for this rig, but breaking it down like this makes it easier to get started.

The Skeleton shows the hierarchy of nodes, and the Viewport shows the models linked to the nodes. In the template example below, you can see a cascading chain of child nodes for each leg, the tail, and the head and neck.

In the image below, the skeleton is toggled on in the Viewport so you can see how the models are all connected as a hierarchy in the rig.

The hierarchy and skeleton are visible to show how the models are all connected.

Import a Hierarchy

Importing a hierarchy from another project can save time building the current one. Export the hierarchy you want to reuse, then open the project you want to add it to and import at the correct node location in the Skeleton.

This will include a structure of all nodes exported, linked models, and motion keyframes. This method is how templates are "unlocked."

Example

You've created an excellent animation with multiple models for a flickering candle flame and want to reuse it on other assets.

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