Properly rigging a character for animation in Character Animator requires certain tasks to be completed. We started this process in Photoshop and will continue here as we tag body parts, ground with pins, create mouse controls, and refine animations. From there, we will work with behaviors, triggers, and swap sets, all of which can control and automate lip-syncing, blinking, breathing, and more.
This part includes the following chapters:
3.143.245.137