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Introduction to Rigging
In this chapter we will be rigging Mr. Hotdog. We will learn about: finger rigging, action constraints, a precursor to the torso/spine rig, the constraint stack and advanced constraint usage, advanced inverse kinematics usage, arm rigging, IK/FK switching, switchable parent-child relationships, isolating bone rotation, modifier basics, basic mesh deformation with "armature deform" modifiers, custom properties, driver F-curves, building your own custom bone shapes, and the "local location" toggle (8 videos).