AI agent skill · by @MRCalderon3D
Rigging Skinning Pipeline
Define skeleton, skinning, and attachment conventions so rigs deform well, share animations, and stay within budgets.
Archived 2026-10-23 · Source updated 2026-08-20 · License: MIT. Check the original repository for the latest version.
SKILL.md instructions
# Rigging and Skinning Pipeline ## Purpose Define skeleton, skinning, and attachment conventions so rigs deform well, share animations, and stay within budgets. ## Use When - characters or creatures need skeletal animation and no rig convention exists - animations must be shared or retargeted across multiple characters - deformation artifacts, bone-count costs, or attachment offsets keep recurring ## Inputs - character/creature inventory and their animation needs - target runtime's skinning limits (bone count, influences per vertex) - shared-animation and retargeting requirements - attachment needs (weapons, props, cloth, accessories) ## Process 1. define the canonical skeleton per character family: bone naming, hierarchy, orientation conventions, and a documented rest pose (T or A) 2. budget bones and influences per vertex (typically 4) against the weakest target; separate deform bones from control/helper bones and export only deform bones 3. standardize skinning quality rules: clean weights at deformation hotspots (shoulders, hips, spine), no influences from non-deform bones, normalized weights 4. make rigs retarget-friendly: consistent proportions of the core hierarchy, humanoid-standard naming where the runtime supports retargeting 5. define attachment sockets/bones (hands, back, hips) with documented orientation so props attach without per-prop offsets 6. validate every new rig with a standard pose/animation set before production animations are authored on it ## Outputs - skeleton convention sheet per character family (naming, hierarchy, rest pose) - bone and influence budgets - skinning quality checklist and validation pose set - attachment socket map ## Quality Bar - any animator can open any character and find the same skeleton conventions - shared animations retarget across the family without per-character cleanup - deformation passes the validation pose set at the budgeted influence count - props attach to sockets correctly without per-prop offset hacks ## Common Failure Modes - every character rigged ad hoc, so nothing retargets and every animation is single-use - control rigs exported into the runtime, doubling bone counts silently - skin weights tweaked per animation instead of fixing the rig once - attachment points eyeballed per prop, drifting as characters change ## Related Agents - technical-artist - animation-programmer ## Related Commands - art-3d-pass - perf-budget ## Related Skills - 3d-animation-pipeline - 3d-asset-pipeline ## Notes - Keep this skill aligned with the relevant rules layer and current project documentation. - If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer. - Boundary: this skill owns the rig and deformation; `3d-animation-pipeline` owns the clips authored on it.