
rigging
Rigging fundamentals, skeleton setup, and animation controls
- Installs
- 81
- Last 24h
- —
- Trending rank
- —
- Security
- Not audited
Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/monumentalsystems/atlas-agent-teams --skill rigging- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads rigging automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
Rigging
Skeleton and Joint Hierarchy
Joint Placement
- Anatomical Accuracy: Place joints following anatomical structure
- Deformation Considerations: Position joints for optimal deformation
- Joint Orientation: Orient joints for proper rotation axes
- Joint Hierarchy: Create logical parent-child relationships
- Naming Conventions: Use consistent, descriptive joint names
- Scale and Proportions: Maintain proper scale and proportions
Joint Types
- Ball Joints: 3 degrees of freedom (shoulder, hip)
- Hinge Joints: 1 degree of freedom (elbow, knee)
- Universal Joints: 2 degrees of freedom (wrist, ankle)
- Root Joint: Base of the skeleton hierarchy
- End Joints: End of joint chains (fingertips, toes)
Joint Hierarchy
- Root: Top of the hierarchy (hips, pelvis)
- Spine: Spine joints from pelvis to neck
- Limbs: Arms and legs with shoulder/elbow/hand and hip/knee/foot
- Head: Head and facial joints
- Fingers: Finger joints for detailed hand animation
- Toes: Toe joints for detailed foot animation
IK and FK Controls
Inverse Kinematics (IK)
- IK Solvers: Calculate joint positions from end effector
- IK Handles: Controls for IK chains
- Pole Vectors: Control IK chain orientation
- IK/FK Blending: Switch between IK and FK
- IK Constraints: Limit IK movement
- IK Applications: Legs, arms, spine, fingers
Forward Kinematics (FK)
- FK Controls: Rotate joints directly
- FK Chains: Parent-child joint relationships
- FK Applications: Spine, fingers, toes, tail
- FK Advantages: Intuitive, predictable, easy to animate
- FK Disadvantages: Time-consuming for complex poses
IK/FK Switching
- Blend Controls: Switch between IK and FK
- Match IK to FK: Match IK pose to FK pose
- Match FK to IK: Match FK pose to IK pose
- Seamless Transitions: Smooth switching between modes
- Animation Considerations: Plan IK/FK usage in animation
Facial Rigging and Blendshapes
Blendshapes
- Shape Keys: Create facial expressions
- Expression Targets: Create expression targets for blendshapes
- Phonemes: Create phoneme targets for lip sync
- Eye Shapes: Create eye shape targets
- Brow Shapes: Create brow expression targets
- Mouth Shapes: Create mouth expression targets
Facial Rigging Techniques
- Joint-Based: Use joints for facial animation
- Blendshape-Based: Use blendshapes for facial animation
- Hybrid: Combine joints and blendshapes
- Morph Targets: Alternative to blendshapes
- Bone-Driven: Use bones to drive blendshapes
Eye Rigging
- Eye Joints: Create joints for eye movement
- Eye Controls: Create controls for eye direction
- Eyelid Rigging: Create controls for eyelid movement
- Pupil Rigging: Create controls for pupil dilation
- Eye Constraints: Limit eye movement to natural range
Constraint Systems
Constraint Types
- Parent Constraint: Constrain object to follow parent
- Orient Constraint: Constrain object orientation to target
- Point Constraint: Constrain object position to target
- Aim Constraint: Constrain object to aim at target
- Scale Constraint: Constrain object scale to target
- Geometry Constraint: Constrain object to follow geometry
Constraint Applications
- IK Controls: Use constraints for IK controls
- FK Controls: Use constraints for FK controls
- Space Switching: Switch between different spaces
- Follow Through: Use constraints for follow-through animation
- Secondary Motion: Use constraints for secondary motion
Constraint Best Practices
- Constraint Order: Order constraints for predictable results
- Constraint Weighting: Use constraint weights for blending
- Constraint Limits: Limit constraint influence
- Constraint Performance: Optimize constraints for performance
- Constraint Cleanup: Remove unnecessary constraints
Weight Painting Techniques
Weight Painting Basics
- Vertex Groups: Assign vertices to bone groups
- Weight Values: Assign weight values (0-1) to vertices
- Weight Influence: Control bone influence on vertices
- Weight Normalization: Normalize weights for predictable results
- Weight Smoothing: Smooth weights for natural deformation
- Weight Mirroring: Mirror weights across symmetry
Weight Painting Tools
- Weight Brush: Paint weights directly on mesh
- Smooth Brush: Smooth weights for natural deformation
- Blur Brush: Blur weights for smooth transitions
- Add Brush: Add weight to vertices
- Subtract Brush: Subtract weight from vertices
- Normalize: Normalize weights for predictable results
Weight Painting Best Practices
- Joint Areas: Concentrate weight around joints
- Deformation Paths: Follow natural deformation paths
- Weight Distribution: Distribute weight evenly
- Weight Limits: Limit weight to appropriate areas
- Weight Testing: Test weights with animation
Rig Optimization for Real-Time
Optimization Techniques
- Reduce Bone Count: Remove unnecessary bones
- Simplify Constraints: Simplify constraint systems
- Optimize Weights: Optimize weight painting
- Use IK/FK Efficiently: Don't overuse IK
- Reduce Control Count: Reduce control complexity
- Optimize Hierarchy: Optimize joint hierarchy
Real-Time Considerations
- Frame Rate: Maintain target frame rate
- Memory Usage: Minimize rig memory
- CPU Usage: Reduce rig CPU cost
- GPU Usage: Minimize rig GPU impact
- Network: Reduce network bandwidth for multiplayer
Platform-Specific Optimization
- Mobile: Lower bone count, simpler rigs
- Console: Medium optimization, balance quality and performance
- PC: Higher quality, more complex rigs
- VR: High frame rate priority, reduced complexity
- AR: Real-time performance priority
Rig Export and Integration
Export Formats
- FBX: Most common format, supports rigging
- Maya ASCII/Binary: Maya native format
- Blender: Blender native format
- Collada (DAE): Open standard format
- glTF/GLB: Web-ready format
Export Settings
- Bake Animation: Bake all constraints and IK to FK
- Include Skeleton: Include skeleton in export
- Include Blendshapes: Include blendshapes in export
- Root Motion: Include or exclude root motion
- Animation Takes: Export specific animation takes
Integration
- Unity: Import FBX, configure Avatar, set up Animator Controller
- Unreal: Import FBX, configure Skeleton, set up Animation Blueprint
- Godot: Import glTF/FBX, configure Skeleton, set up AnimationPlayer
- Web: Use Three.js or Babylon.js with glTF rigging
- Custom: Parse rig data and apply to custom systems
FAQ
What does the rigging skill do?
Rigging fundamentals, skeleton setup, and animation controls
How do I install rigging?
Run npx skills add https://github.com/monumentalsystems/atlas-agent-teams --skill rigging in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/rigging/ (personal) or .claude/skills/rigging/ (project).
Which AI agents can use rigging?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is rigging safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains rigging?
It is published by monumentalsystems in monumentalsystems/atlas-agent-teams. It has 81 recorded installs.
More from monumentalsystems/atlas-agent-teams
blender
monumentalsystems/atlas-agent-teams
Blender interface, workflows, and 3D production pipeline
vroid
monumentalsystems/atlas-agent-teams
Open the skill to read its SKILL.md instructions.
Popular frontend & design skills
setup-matt-pocock-skills
mattpocock/skills
Configure this repo for the engineering skills: set up its issue tracker, triage label vocabulary, and domain doc layout. Run once before first use of the other engineering skills.
frontend-design
anthropics/skills
Guidance for distinctive, intentional visual design when building new UI or reshaping an existing one. Helps with aesthetic direction, typography, and making choices that don't read as templated defaults.
hyperframes-animation
heygen-com/hyperframes
All animation knowledge for HyperFrames — atomic motion rules, multi-phase scene blueprints, scene transitions, broader motion-design techniques, AND the seven runtime adapters (GSAP default, plus Lottie, Three.js, Anime.js, CSS keyframes, Web Animations API, TypeGPU). Use for any motion or animation task: pick 2-4 rules and compose, or load a blueprint, or look up runtime-specific API (e.g. GSAP eases / Lottie player / Three.js mixer). Also covers auditing an existing composition's choreography (animation map) and 24 named text-animation effects. HyperFrames-native: single paused timeline, seek-safe, deterministic.
prototype
mattpocock/skills
Build a throwaway prototype to answer a design question. Use when the user wants to sanity-check whether a state model or logic feels right, or explore what a UI should look like.
hyperframes-core
heygen-com/hyperframes
The HyperFrames composition contract — build one renderable project. Use for composition structure, the data- timing attributes, class="clip", tracks, sub-compositions, variables, framework-owned media playback, deterministic-render rules, and validation. Read before writing composition HTML.
vercel-react-best-practices
vercel-labs/agent-skills
React and Next.js performance optimization guidelines from Vercel Engineering. This skill should be used when writing, reviewing, or refactoring React/Next.js code to ensure optimal performance patterns. Triggers on tasks involving React components, Next.js pages, data fetching, bundle optimization, or performance improvements.