L24 — Rigging for beginners (Tiny3D limits)
Goal
Add a simple armature, bind weights, and respect Tiny3D’s skinning rules so export won’t produce spaghetti.
Tiny3D constraints (read twice)
From Tiny3D’s design (Module 2 era):
- Fake blend: effectively 1 bone per vertex influence in the ucode model
- Up to 3 bones can affect a triangle’s vertices combined
- Keep bone counts low (root, spine, head, limbs — not a film rig)
Don’t copy a Mixamo 100-bone rig
It will not map cleanly. Use the course reference animated character (player_anim / snake) to study a working setup.
Minimal humanoid steps
- Object Mode: Add → Armature.
- Edit bones: root at feet, spine up, simple arms/legs.
- Select mesh, then armature → Parent → Armature Deform → With Automatic Weights.
- Weight Paint: fix obvious errors (hand weighted to foot, etc.).
- Pose Mode: smoke-test rotate a bone.
Course shortcut
Use player_anim (Quaternius / Tiny3D sample lineage, CC0 via Tiny3D examples) as the known-good skinned mesh while you practice on a simpler block character.
Lesson code
Module 3 is Blender-first — there is no per-lesson C ROM for L17–L25.
Runnable code that loads the course meshes lives in the Module 3 asset lab checkpoint (lessons/m3-asset-lab/).