Building the animation controls and the Inverse Kinematic
Whether we built the Gidiosaurus deforming rig part by hands from scratch or by the Human Meta-rig, we must now add the necessary constraints and controls to allow the animators to easily manipulate the character.
Note that once the mesh is skinned, the rig, as it is at this point, can actually already work by directly selecting the interested bones and rotating them in Forward Kinematics; however, to simplify the animator's work (and complicate our life a little bit more), it's good practice to add the Inverse Kinematic constraints and the control bones.
Let's start by opening the
Gidiosaurus_rig_from_scratch_02.blend file; as usual, enter Edit Mode to ensure that the