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AVC 287 • Spring 2026

Week 6

Rigging Fundamentals: FK and IK & Animation Feedback & Rube Goldberg Project
February 23 – 25, 2026

Week Overview

Monday covers this lecture covers fundamental rigging concepts including forward kinematics, inverse kinematics, parenting hierarchies, and bone constraints. Students learn to create control structures for animation using IK controllers, pole controllers, and various constraint types. Wednesday focuses on students presented their follow-through and exaggeration animations with detailed feedback on technical issues. The class concluded with introduction of a multi-week Rube Goldberg machine project incorporating all learned animation principles.

Rigging FK IK Constraints Animation Hierarchy Animation Feedback Squash Stretch Rube Goldberg Project Planning Technical Solutions
Monday
February 23, 2026

Rigging Fundamentals: FK and IK

This lecture covers fundamental rigging concepts including forward kinematics, inverse kinematics, parenting hierarchies, and bone constraints. Students learn to create control structures for animation using IK controllers, pole controllers, and various constraint types.

Watch Full Lecture →
1
Setup and Parenting
0:00 Introduction and Course Setup
3:50 Parenting Issues in Blender
2
Forward Kinematics
12:30 Forward Kinematics Basics
3
Inverse Kinematics
20:16 Inverse Kinematics Setup
27:26 IK Controllers and Constraints
41:40 Pole Controllers and Bend Direction
4
Advanced IK Applications
50:20 IK Legs and Hip Animation
5
Additional Constraints
1:33:36 Additional Bone Constraints
1:42:28 Meta Controllers and Hierarchy
6
Conclusion
1:51:40 Course Wrap-up

Key Concepts

  • Forward kinematics uses rotation keyframes and regular parent-child relationships
  • Inverse kinematics requires controllers and uses position keyframes primarily
  • Blender's parenting behavior differs from other software - use 'without inverse' option
  • IK is ideal for legs and feet placement, FK works well for arms and follow-through
  • Controller bones should not deform, be separated from chains, and have distinct appearance
  • Chain length in IK constraints: zero means everything, not nothing
  • Pole controllers determine bend direction for IK chains
  • Rigging can be fragile and dependent - errors cascade down the hierarchy
Wednesday
February 25, 2026

Animation Feedback & Rube Goldberg Project

Students presented their follow-through and exaggeration animations with detailed feedback on technical issues. The class concluded with introduction of a multi-week Rube Goldberg machine project incorporating all learned animation principles.

Watch Full Lecture →
1
Opening Discussion
0:00 Liminal Spaces Discussion
2
Student Presentations
15 projects
4:10 Student Animation Presentations Begin
6:09 Scale Animation Feedback
9:05 Weight Painting Solutions
11:38 Cyclic Animation Issues
15:01 Phase Offset Demonstrations
19:17 Stray Game Discussion
23:31 Animation Staging Feedback
30:58 Blender Modifier Troubleshooting
35:06 Squash and Stretch Techniques
44:30 Gravity and Velocity Physics
54:53 Rigging Best Practices
1:04:37 Advanced Rigging Demonstration
3
Advanced Techniques
1:21:14 Bone Widgets Add-on
1:39:02 Rube Goldberg Project Introduction
4
Project Introduction
1:57:00 Project Requirements and Timeline

Key Concepts

  • Apply scale before rigging to avoid modifier conflicts
  • Cyclic animations require matching start and end keyframes
  • Weight painting fixes mesh deformation issues with armatures
  • Phase offset creates natural follow-through motion
  • Squash and stretch rigs need separated controller bones
  • Animation staging affects visual clarity and polish
  • Time management is essential for complex animation projects
  • Constant interpolation blockouts establish timing before refinement