Rig Spec Checklist

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One page. Due in Week 2 with your design drawing, as part of Project 1.


What this is

Your rig spec is the list of everything your character has to be able to do, derived from your
concept drawing, with the rig element that delivers each one named.

It is also your final rubric. In Week 16 your demonstration animation is screened against this
sheet. If your spec says the wings spread, the demonstration shows the wings spreading.

Fill it out honestly. Marking every optional item does not earn you points; it earns you fourteen
weeks of work you may not finish.


Required of every rig

These are not optional and they are not choices. Each maps to a milestone.

Rig element Where it's built
Resolves to a single MSR node; Geometry / Joints / Controls groups M1
Main/global control, root, hips/COG M1
Engine-legal skeleton — single root, no joint scale, ≤4 influences per vertex Project 3
Bound mesh, weights normalized, range-of-motion test authored Project 4
At least one corrective blendShape Project 4
IK/FK legs with pole vector and blend M2
Reverse foot with heel / ball / toe roll M2
Spine — FK stack, spline IK, or ribbon (choose one, justify it) M3
IK/FK arms with pole vector and blend M4
Clavicle control M4
Finger controls with at least one driven pose set M4
Hand space switching, minimum two spaces M4
Neck and head with head-follow switch M5
Jaw M5
Eye aim M5
Every channel reads zero at bind pose throughout
Verified as a Unity Humanoid avatar Week 15

Elect at least one

Choose based on what your character actually is. Most characters land here naturally.

For each one you select, write the shot reason — what your character does that requires it.

Element Your shot reason
☐ Tail, tentacle, or chain appendage — FK, spline IK, ribbon, or dynamic
☐ Wings — feathered or membrane, with a fold attribute driving tucked ↔ spread
☐ Prop as a separate asset — socket attachment, space switching to hand / off-hand / holster / world
☐ Two-handed weapon — bow with drawn string, rifle foregrip, staff, hammer haft

Optional — take on what your shot demands

Credit where justified. Not expected of everyone, and not a checklist to maximize.

Element Your shot reason
☐ Stretchy IK limbs
☐ Volume preservation on stretch
☐ Twist joint distribution, forearm and thigh
☐ Ribbon limbs
☐ Scapula control
☐ Facial blendShape set
☐ Phoneme / viseme set for lip sync
☐ Additional corrective blendShapes
☐ Dynamic secondary motion, baked
☐ Cape, cloth strip, or hair chain
☐ Weapon swap and detachables
☐ Toe or finger IK
☐ Squash and stretch on the spine
☐ Multi-character or prop-to-prop constraints

Writing good shot reasons

A shot reason names something the character does, not something it has.

Weak Strong
"She has wings." "She lands and folds her wings against her back over about eight frames."
"He carries a hammer." "He swaps the hammer between a hip holster and a two-handed grip mid-swing."
"It has a tail." "The tail counterbalances during a hard turn and settles a beat after the body stops."

The strong version tells you what to build. The weak version doesn't.


Annotating your design drawing

Your rig spec gets annotated onto the design sheet, so the modeling decisions and the rigging
requirements sit on the same page. Callouts on the drawing should mark:


See also: Project 1 · Naming Convention · Course Home