
For the rigging process, I started by using Mixamo for quick body rigging. It’s a great tool for automating the initial rigging process and saves a lot of time. Once the base rig is complete, I import it into Maya and convert it into an Adv. This allows for more flexibility and control during animation.
However, there are obvious limitations when it comes to automatic weighting, especially for models that include elements beyond the body or have closely positioned parts. For example, the weights often get distributed incorrectly for overlapping or nearby parts, which can cause issues in deformation. To fix this, I have to manually adjust the weights in these problem areas to ensure smooth movement.
Additionally, due to the character designs, both characters feature long hair and skirts, which require extra attention. For these parts, I’ve created separate bones specifically for the hair and skirts. These bones are rigged individually to allow for proper movement and physics simulation, ensuring that these elements move naturally along with the characters during animation.


Of course, rigging weights remain a persistent challenge throughout the production process. Despite using tools like Mixamo for quick initial rigging, the weight distribution often isn’t accurate, especially for complex models or those with closely positioned elements. This has been one of the most difficult aspects of my workflow.
The skirts and long hair, in particular, require careful manual adjustments to ensure proper deformation and movement. The automatic weights tend to cause clipping or unnatural stretching, which demands a lot of fine-tuning. It’s a meticulous process that involves constant testing and refining to achieve the desired results.
While it’s frustrating at times, I see this as an opportunity to grow and improve my skills. Rigging has taught me a lot about problem-solving and patience, and I’m determined to overcome these challenges to make the characters move as naturally and beautifully as possible.