University certificate
The world's largest faculty of video games”
Introduction to the Program
The limbs are one of the points where the viewer's attention is focused. Learn how to build them in a credible way thanks to this Postgraduate diploma"

The presence of the Rigger profile in the entertainment industry is increasing exponentially. And it is expected to continue to do so, to the extent that content viewing platforms or video game sagas, among other sectors, do. It is therefore essential to learn limb movement techniques as a fundamental part of the rigger's role.
The Postgraduate diploma in Advanced Limb Rigging allows you to identify the possibilities offered by the FK and IK systems when animating. We will go deeper into how to create a Rig from the combination of both, so that the animator can activate one or the other according to the convenience of the character's action. In addition, to develop it in an ideal way, the creation and addition of custom attributes and parameters in the Control Rig elements will be discussed in depth.
On occasion, the animator may also require that the torso and head rig system be configured to perform certain movements that a basic rig does not provide. Therefore, it is necessary to know its limitations and the problems it can cause to the animator in his work. Consequently, we will propose an advanced and professional control system that will provide automatisms and a great freedom of movements to our character, avoiding these limitations and making easier the work of animating.
The final module, on the other hand, will address certain special needs. For example, flexing the limbs as if they were made of rubber to emphasize the style of the work. This will be done through the Stretch & Squash, Bendy and Twist systems. Also, a topic has also been reserved for the optimization of the models with Proxy, which allow the animator to work more fluently.
This training will be carried out in a 100% online mode, without timetables and with all modules available from day one. In this way, the student can work according to his or her own schedule and ensures an adequate conciliation with the personal and work environment.
Do you know the Stretch & Squash, Bendy and Twist systems? The program of this qualification has reserved a specific topic in which all its keys are explained"
This Postgraduate diploma in Advanced Limb Rigging contains the most complete and up-to-date program on the market. The most important features include:
- The development of case studies presented by experts in Body Rigging
- The graphic, schematic, and practical contents with which they are created, provide scientific and practical information on the disciplines that are essential for professional practice
- Practical exercises where the self-assessment process can be carried out to improve learning
- Its special emphasis on innovative methodologies
- Theoretical lessons, questions to the expert, debate forums on controversial topics, and individual reflection assignments
- Content that is accessible from any fixed or portable device with an Internet connection
The market requires Riggers who adapt their work to the needs of the animator. With TECH, you will learn the most appropriate ways to do it”
The program includes, in its teaching staff, professionals from the sector who bring to this program the experience of their work, in addition to recognized specialists from prestigious reference societies and universities.
The multimedia content, developed with the latest educational technology, will provide the professional with situated and contextual learning, i.e., a simulated environment that will provide immersive education programmed to learn in real situations.
This program is designed around Problem-Based Learning, whereby the professional must try to solve the different professional practice situations that arise throughout the program. For this purpose, the student will be assisted by an innovative interactive video system created by renowned and experienced experts.
Thanks to TECH, you will be able to apply low performance proxy systems to your projects and work more smoothly"

Enroll and learn how to generate realistic cinematics applicable to movies, series or video games"
Syllabus
This program will allow students to develop characters with realistic body movements Including specific topics for arm, leg, neck, torso, foot, hand or head movement All thanks to the most widely used techniques in the industry, such as FK/IK hybrid systems, Snap FK/IK scripts with Python or the Spline IK Handle tool. In addition, space has been reserved in the last module for the Stretch & Squash, Bendy and Twist systems.

A complete program with the most widely used advanced system deformation tools on the market"
Module 1. Advanced Limb Rigging
1.1. Hybrid Systems
1.1.1. FK and IK
1.1.2. Limitations of the Rig in the Animation Process
1.1.3. Hybrid Systems
1.2. First Steps in the Creation of FK/IK Hybrid Systems
1.2.1. System Approach
1.2.2. Joints Chain Creation Necessary
1.2.3. FK Controls and Nomenclature
1.3. IK Systems
1.3.1. IK Handle Tool
1.3.2. IK Orientation with Pole Vector
1.3.3. IK Controls and Nomenclature
1.4. Unification of FK and IK Systems to Main Chain
1.4.1. Approach
1.4.2. Parent Constrain to Two Conductive Elements
1.4.3. Hand Orientation with IK Chain
1.5. Attribute FKIK Switch
1.5.1. Attribute FK/IK
1.5.2. Node Editor and Reverse node
1.5.3. Instantiate Attributes in Node Shapes
1.6. Finalizing the FK/IK System
1.6.1. FK and IK Control Visibility Settings
1.6.2. FK/IK Systems on Legs and Arms
1.6.3. Hierarchies and Nomenclature
1.7. Advanced Foot Rigging
1.7.1. Foot Movements
1.7.2. System Development
1.7.3. Attribute Creation
1.8. Hand and Foot Automations
1.8.1. Component Functionalities
1.8.2. Handheld Automatic Devices
1.8.3. Stand-up Operators
1.9. Snap FK/IK Script Creation with Python
1.9.1. The Need for Snap FK/IK for Animation Work
1.9.2. Approach
1.9.3. Code Development
1.10. Rigging of Limbs for Quadrupeds
1.10.1. Anatomical Study
1.10.2. System Vulnerabilities
1.10.3. Creation of IK Systems for Quadrupeds
Module 2. Advanced Torso, Neck and Head Rigging
2.1. Advanced Torso Rigging
2.1.1. Rigging Limitations
2.1.2. Proposals for Improvement
2.1.3. System Approach
2.2. Splines IK Handle Tool
2.2.1. Tool Operation
2.2.2. Settings the Tool
2.2.3. Incorporation of Spline IK Handle to our Model
2.3. Creating Torso Controls
2.3.1. Clusters
2.3.2. IK Controls for Clusters
2.3.3. Hierarchies and Nomenclature
2.4. Creating Torso Controls
2.4.1. NURBS Curve Creation
2.4.2. System Behavior
2.4.3. Nomenclature and Hierarchy
2.5. Torso Torsion
2.5.1. IK Handle Parameters
2.5.2. Connection Editor Tool
2.5.3. Torso Twist System Configuration
2.6. Advanced Neck and Head Rigging
2.6.1. Rigging Limitations
2.6.2. Proposals for Improvement
2.6.3. System Approach
2.7. Creating Particle Systems
2.7.1. Creation of Guide Curves and Clusters
2.7.2. Head and Neck
2.7.3. Nomenclature and Hierarchy
2.8. Parameter Editing
2.8.1. Lock and Hide Transformations
2.8.2. Limitations of Transformations
2.8.3. Creation of Customized Parameter
2.9. Isolate Mode for Head
2.9.1. Approach
2.9.2. Tools Node Editor and Reverse Node
2.9.3. Parent Constrain to Two elements at the Same Time
2.10. Connection of Deformation Rig and Control Rig
2.10.1. Origin of the Problem
2.10.2. Solution Uniqueness
2.10.3. Hierarchy System Development
Module 3. Advanced Deformation Systems, Rigging of Props and Clothing
3.1. Twist System
3.1.1. Anatomical study of limb twisting
3.1.2. Twist System
3.1.3. Approach
3.2. Twist System Steps
3.2.1. Creation of Joints Twist
3.2.2. Twist Chain Orientation
3.2.3. Torsion Configuration
3.3. Twist System Finalization
3.3.1. Parts of the Extremities
3.3.2. Twist Connection with FK and IK chains
3.3.3. Adding Twist Influences to Rig Deformation
3.4. BendSystem
3.4.1. BendSystem
3.4.2. System Approach
3.4.3. Wire Deformer
3.5. Immune System Development
3.5.1. Creation of Curves and Clusters
3.5.2. Bend System Influence Painting
3.5.3. Implementation to General Control
3.6. Stretch and Squash Systems
3.6.1. Stretch System
3.6.2. Stretch and Squash System Approach
3.6.3. System Development with RemapValue Node
3.7. Proxys
3.7.1. Proxys
3.7.2. Model Splitting
3.7.3. Connecting Proxies to Joints chain
3.8. Rigging of Clothing
3.8.1. Approach
3.8.2. Scene Preparation
3.8.3. Projection of Influences
3.9. Rigging the Props
3.9.1. Props
3.9.2. Approach
3.9.3. System Development
3.10. Arc Rigging
3.10.1. Deformation Study of an Arch
3.10.2. Approach
3.10.3. Development

With TECH, you will learn the techniques used in the most successful cartoon series on television"
Postgraduate Diploma in Advanced Limb Rigging
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TECH's Postgraduate Diploma in Advanced Limb Rigging is an ideal postgraduate program for those who wish to specialize in character animation in video games and film. The program provides advanced rigging and animation skills, allowing students to create realistic and exciting characters. Our virtual format allows students to learn from anywhere in the world and on their own schedule. In addition, they will have the opportunity to work on hands-on projects and access innovative multimedia content. Become an expert in limb rigging with this online postgraduate course from TECH.