“Animation is about creating the illusion of life. And you can't create it if you don't have one.”
The animation rig makes up the second layer of our multi-layered rigging approach. We have already taken care of joint and bone placements, made a valiant attempt at basic flesh-surface deformations, created some controllers to work from, and, finally, exported and tested the creature through the production pipeline. We are now ready to control that base layer via some intuitive, more complicated, higher-level rigging techniques.
Although this layer has many components, it only has one goal or purpose, and that ...