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03/11/10(Thu)15:36 No. 55959 File1268339806.jpg -(240
KB, 805x685) >>55944 That's
pretty much exactly it. You have to position them in space (basically
they're just points, the bone is just a display convenience),
hierarchise them, them apply their influence to each of them. Influence
of 1 between a bone (or joint) and a vertex means the vertex will
undergo 100% of the Translation, Rotation and Scaling the bone does (you
should never scale skeletons though). That's "skinning", then
"rigging" is more setting up advanced controls for the skeleton to break
the hierarchy where you need it (like allow to pull the whole body when
pulling the hand) or higher-level controls (like creating a "fist"
slider which will close the whole hand instead of having to rotate each
phalanx individually). There's also the term "setup", which I think
includes all of skeleton creation, skinning and rigging. This can be one
of the most technical parts in CG (thats what "Technical Directors"
do), and it can involve scripting, so be warned. Though again if you
stick to animation you won't probably go that far.