rigging

Build production-ready character rigs with skeleton hierarchy, IK/FK controls, facial blendshapes, constraints, and skin weights.

17|5|Updated Feb 6, 2026
One-click install
npx skills add https://github.com/MonumentalSystems/Atlas-Agent-Teams --skill rigging-monumentalsystems
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: rigging
Source: https://github.com/MonumentalSystems/Atlas-Agent-Teams/tree/main/teams/3d-design/skills/rigging
Command: npx skills add https://github.com/MonumentalSystems/Atlas-Agent-Teams --skill rigging-monumentalsystems

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill helps you set up character rigs that deform correctly and animate reliably, reducing trial-and-error when building skeleton hierarchies, IK/FK controls, facial rigs, and weighted skinning.

Core Features & Use Cases

  • Skeleton and Joint Hierarchy: Establish anatomically accurate joint placement and logical parent-child structures for predictable motion and deformation (e.g., organizing a humanoid rig so arms, spine, and head rotate around proper axes).
  • IK/FK and Controls: Configure inverse and forward kinematics with blending, pole vectors, and matching to support animation-friendly workflows (e.g., switching between IK legs for foot placement and FK spine for stylized posing).
  • Facial Rigging with Blendshapes: Create expression targets, phoneme shapes, and eye/brow/mouth controls for believable facial animation (e.g., preparing phoneme-driven lip sync targets for dialogue shots).
  • Constraints and Weight Painting: Use constraint systems for follow-through/space switching and paint skin weights to ensure smooth deformations (e.g., mirroring and smoothing weights to eliminate twisting artifacts around elbows and knees).
  • Rig Optimization and Export Integration: Plan performance-aware rig complexity and export assets for common pipelines (e.g., baking constraints for FBX/glTF and configuring engine import targets).

Quick Start

Create a rig for your character by placing a root-to-limbs skeleton with correct orientations, adding IK/FK controls with blending for arms and legs, setting up facial blendshapes for key expressions and phonemes, then testing deformation using weight-painted skinning before exporting your rig to your target format.

Frequently Asked Questions about rigging

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I set up a character rig with IK FK switching and matching for animation?

Character rigging with IK FK switching involves configuring inverse and forward kinematics with blending and pole vectors to support animator-friendly workflows. This Skill establishes control systems allowing seamless switching between IK legs for foot placement and FK spine for stylized posing.

What's the best way to fix skin weight twisting artifacts around elbows and knees?

Fixing skin weight twisting artifacts requires weight normalization, smoothing, and mirroring during the skinning process. This Skill applies weight painting best practices to eliminate deformation issues around joints, ensuring smooth and predictable character bending.

How do I create facial blendshapes for phoneme-driven lip sync and expression targets?

Creating facial blendshapes for lip sync involves setting up expression targets, phoneme shapes, and eye, brow, and mouth controls. This Skill configures these facial rig components to enable believable facial animation for dialogue shots.

Does this rigging workflow support exporting skeletons and constraints to FBX and glTF?

Yes, this rigging workflow supports exporting to FBX and glTF formats by baking constraints and configuring engine import targets. It plans performance-aware rig complexity specifically for DCC-to-engine pipelines requiring consistent deformation.

Why do I need anatomically accurate joint placement when building a skeleton hierarchy?

Anatomically accurate joint placement is needed to establish logical parent-child structures for predictable motion and deformation. This Skill organizes humanoid rigs so arms, spine, and head rotate around proper axes, reducing trial-and-error.

Can I use constraint networks for space switching and follow-through in character rigs?

Yes, constraint networks can be used for space switching and follow-through effects in character rigs. This Skill implements constraint best practices alongside skin weight painting to ensure reliable deformation and animator-friendly controls.