Unit of competency Outline
Date retreived
23/07/2026 12:21 AM AWST
23/07/2026 12:21 AM AWST
Whilst all efforts are made to provide accurate and timely information from the relevant source/documentation, please be aware that the information supplied may not be the most current version. The accuracy of the detail has not been confirmed by the Department and therefore should not be relied upon without first confirming the contents.
Manage technical art and rigging in 3-D animations
Manage technical art and rigging in 3-D animations
Unit of competency
National Code
ICTGAM545
ICTGAM545
State Code
OBU52
OBU52
TGA Status
Current
Current
DTWD Status
Approved
Approved
State Implementation and Classification
Approved Date
15/01/2021
Field of Education
100399 - Visual Arts And Crafts, N.e.c.
Original Release Date
15/01/2021
Nominal Hours
50
Description
This unit describes the skills and knowledge required to design, implement, and manage 3-D animation rigs for objects using structural controls and construct hierarchies to formulate object geometry and skeletal rigs to a defined project brief.The unit applies to those with high-level mathematical, technical and communication skills working as concept artists, game designers, games programmers, animators, and other personnel working in the game development industry.No licensing, legislative or certification requirements apply to this unit at the time of publication.
Notes
Elements and Performance Criteria
1. Assess rig requirements
- 1.1 Determine and document model rigging requirements according to organisational requirements
- 1.2 Develop portfolio of reference materials according to rigging requirements
- 1.3 Determine and document range of model rigging software features
- 1.4 Submit documentation to required personnel and seek and respond to feedback
2. Plan rig
- 2.1 Analyse inner workings of object and select required skeletal and structural systems
- 2.2 Analyse bones and joints behaviours and select orientations
- 2.3 Examine object geometry topologies and select required bone and joint placement
- 2.4 Analyse critical object movement and select required kinematics and hybrid solution
- 2.5 Record results for use in rigging implementation phase
3. Implement character skeleton requirements
- 3.1 Use 3-D software to place and orientate bones and joints according to rigging plan
- 3.2 Construct FK and IK requirements according to rigging plan
- 3.3 Construct required hierarchies and pivotal sets
- 3.4 Trial and refine rotations and movement attributes
4. Employ and implement character attributes and control handles
- 4.1 Construct specific driven attributes for manipulation purposes
- 4.2 Create and place control handles with required attributes, link control handles and improve animation procedures
- 4.3 Trial and refine controls and attributes and negotiate modifications
- 4.4 Skin and bind object geometry to created skeletal systems and mechanical structures
5. Test and refine rig integrity
- 5.1 Test and refine, object rig interaction 3
- 5.2 Test and refine geometry skeleton systems and mechanical structure interaction
- 5.3 Negotiate modifications with required personnel and action modifications
6. Produce animated sequences
- 6.1 Create 3-D animations of rigged models according to rigging requirements
- 6.2 Render completed animated sequences
- 6.3 Save and store animated sequences and use output file formats, standard naming conventions, and version-control protocols
- 6.4 Present 3-D animated sequences of rigged models to required personnel for evaluation by agreed deadlines
No information
No information
Replaces
| State Code | National Code | Title | Type |
|---|---|---|---|
| AUU03 | ICTGAM519 | Manage technical art and rigging in 3-D animation | Unit of competency |
| State Code | National Code | Title | Type |
|---|---|---|---|
| AE685 | ICTSS00152 | Game Art and Design for Intermediate Roles Skill Set | Skill set |
| BFG0 | ICT50120 | Diploma of Information Technology | Qualification |
| BGJ4 | ICT50220 | Diploma of Information Technology | Qualification |