DUIK Character Design
Steps to Rigging a character
Make the Bones and align them
Attach them to the Character
Animate
If you are making your own character, it is easiest if they have these parts so you can rig it easily and have smooth movements (more advanced DUIK users will be able to be more adventurous :
- Hands
- Forearms
- Arms
- Head
- Neck
- Upper torso
- Lower torso
- Hips
- Legs
- Thighs
- Calfs
- Feet
- Toes
The hands, forearms and upper arms overlap one another with circular overlaps, that you us to rig. For limbs you want to try to have perfectly circular overlaps when possible as it gives you the biggest range of motion. It’s also a good idea to make markers to show where the overlaps are. Legs are divided with thigh, calf, foot(which includes ankle, heel and ball of the foot) and toes, these again use the circular overlaps to connect them and give maximum movement. Usually better to use the puppet tool when rigging torsos but can use a jointed torso, which means to split it into separate parts but this can be more complicated. If you want a facial rig, you need different layers for different facial features.
To start rigging, you need to create a structure for the character which means making bones and rigging them and attaching them to the character which emulates the way in 3D you made a skeleton and connect it to the character. On DUIK, you can use the hominoid button which gives you a full skeleton for human shapes, it also gives you individual structures like arms, legs, spine etc. but there is also a custom option which you would use for other characters such as monsters.
After this, you have to organise the layers to be able to align the bones and structure properly to the character. Then you must align the structure to the character, using the markers, wanting the structures to pivot in the middle of the circular overlaps so it lines up properly to make sure the character can move well, repeat this step for all the circular overlaps. This means all the body parts will be able to move individually. When aligning hands and toes, align the point to the very tip of the artwork. With the spine start at the root and align it with the hips, then align everything else ending with the head. Once all of these are done, we have to rig them, we can auto rig them and then test it to see if it works by moving a body part, for example an arm, if it moves the wrong way then you can reverse it so it corrects itself. When it’s all tested and works properly then you can parent the body parts to the bones and everything should work and the character will be able to move properly.
When you want to animate with your character then you can go to the automations tab and mess around with seeing how your character moves, you can adjust the movements in the settings and create your own moves and walks so it suits your character.






