Unit of competency Outline
Date retreived
22/07/2026 4:57 PM AWST
22/07/2026 4:57 PM 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 animation
Manage technical art and rigging in 3-D animation
Unit of competency
National Code
ICAGAM519A
ICAGAM519A
State Code
D7822
D7822
TGA Status
Replaced
Replaced
DTWD Status
Replaced
Replaced
State Implementation and Classification
Approved Date
04/11/2011
Field of Education
100399 - Visual Arts And Crafts, N.e.c.
Original Release Date
04/11/2011
Nominal Hours
50
Description
This unit describes the performance outcomes, skills and knowledge required to manage technical art and rigging in 3-D animation.
Notes
Elements and Performance Criteria
1. Use reference or source materials to assess rig requirements
- 1.1 Use production documentation as developed by learners or trainer to determine model rigging requirements
- 1.2 Maintain portfolio of reference
- 1.3 Discuss the range of software features available when using various rigging technologies
2. Plan rig suitable for animation/movement
- 2.1 Analyse inner workings of object to select appropriate skeletal or structural systems
- 2.2 Analyse required bones or joints behaviours to select correct orientations
- 2.3 Examine object geometry topologies to select correct bone and joint placement
- 2.4 Analyse critical object movement to select FK or IK requirements or a hybrid solution
- 2.5 Journal results for use at rigging implementation phase
3. Implement character skeleton requirements
- 3.1 Use 3-D software to place bones and joints according to rigging plan
- 3.2 Use 3-D software to orientate bones and joints according to rigging plan
- 3.3 Use 3-D software to construct FK or IK requirements in adherence to rigging plan
- 3.4 Use 3-D software to construct hierarchies and pivotal sets
- 3.5 Trial and refine rotations and movement attributes
4. Employ character movement and implement character attributes and control handles
- 4.1 Use 3-D software to construct specific driven attributes for manipulation purposes
- 4.2 Use 3-D software to create and place control handles with appropriate attributes
- 4.3 Use 3-D software to link control handles to improve animation procedures
- 4.4 Trial and refine controls and attributes
- 4.5 Negotiate modification where appropriate
- 4.6 Use 3-D software toolsets to skin/bind object geometry to created skeletal systems or mechanical structures
5. Test and refine rig integrity
- 5.1 Use 3-D software to test and refine object rig interaction
- 5.2 Use 3-D software toolsets to test and refine geometry skeleton systems or mechanical structure interaction
- 5.3 Negotiate modification where appropriate
6. Produce animated sequences of rigged object
- 6.1 Create 3-D animations of rigged models using animation and rigged modelling techniques to suit design specifications
- 6.2 Render completed animated sequences
- 6.3 Save and store animated sequences using appropriate output file formats, standard naming conventions and version control protocols
- 6.4 Present 3-D animated sequences of rigged models to relevant personnel for evaluation by agreed deadlines
The range statement relates to the unit of competency as a whole. It allows for different work environments and situations that may affect performance. Bold italicised wording, if used in the performance criteria, is detailed below. Essential operating conditions that may be present with training and assessment (depending on the work situation, needs of the candidate, accessibility of the item, and local industry and regional contexts) may also be included.
Production documentation may include:
animatics
brief
storyboard
technical specifications.
Portfolio of reference may include:
mechanical structures
skeletal systems.
Structural systems may include:
biped
mechanical
quadruped.
3-D software may include:
3ds Max
Blender
Cinema 4D
Houdini
Lightwave
Maya
Modo
XSI
Z Brush.
3-D animations may include:
3-D elements
3-D panoramas
basic games
buttons
characters
illustrations
logos
models
morphs and blend shapes
puzzles
simulated sequences
text
titles and credits.
Design specifications may include:
characters and objects
delivery platform
hardware specifications, including memory size (RAM)
key frames
media form
objects
operating system
output file format
output file size
references
samples
script
storyboard
technical specifications, including version control protocols.
Relevant personnel may include:
3-D modeller
3-D producer
animation director
audio-asset creator
director
graphic artist or designer
instructional designer
lead animator
matte painter
system support personnel
other technical and specialist personnel.
Production documentation may include:
animatics
brief
storyboard
technical specifications.
Portfolio of reference may include:
mechanical structures
skeletal systems.
Structural systems may include:
biped
mechanical
quadruped.
3-D software may include:
3ds Max
Blender
Cinema 4D
Houdini
Lightwave
Maya
Modo
XSI
Z Brush.
3-D animations may include:
3-D elements
3-D panoramas
basic games
buttons
characters
illustrations
logos
models
morphs and blend shapes
puzzles
simulated sequences
text
titles and credits.
Design specifications may include:
characters and objects
delivery platform
hardware specifications, including memory size (RAM)
key frames
media form
objects
operating system
output file format
output file size
references
samples
script
storyboard
technical specifications, including version control protocols.
Relevant personnel may include:
3-D modeller
3-D producer
animation director
audio-asset creator
director
graphic artist or designer
instructional designer
lead animator
matte painter
system support personnel
other technical and specialist personnel.
The evidence guide provides advice on assessment and must be read in conjunction with the performance criteria, required skills and knowledge, range statement and the Assessment Guidelines for the Training Package.
Overview of assessment
Critical aspects for assessment and evidence required to demonstrate competency in this unit
Evidence of the ability to:
design, implement and manage rigs for objects
use and refine skeleton/structural and animation controls for best performance
construct hierarchies to formulate specific controls
combine and refine object geometry to skeletal/structural rigs
creation of 3-D digital animated sequences of a rigged model
meet production deadlines.
Context of and specific resources for assessment
Assessment must ensure access to:
computer hardware, software, games engines and file storage
copyright and intellectual property legislation
OHS legislation and enterprise policy
appropriate learning and assessment support when required
modified equipment for people with special needs.
Method of assessment
A range of assessment methods should be used to assess practical skills and knowledge. The following examples are appropriate for this unit:
review of case studies
evaluation of work samples
direct observation of candidate working as part of a production team
verbal or written questioning of theory of anatomy and structural systems and how they relate to 3-D animation techniques.
Guidance information for assessment
Holistic assessment with other units relevant to the industry sector, workplace and job role is recommended, where appropriate.
Assessment processes and techniques must be culturally appropriate, and suitable to the communication skill level, language, literacy and numeracy capacity of the candidate and the work being performed.
Indigenous people and other people from a non-English speaking background may need additional support.
In cases where practical assessment is used it should be combined with targeted questioning to assess required knowledge.
Overview of assessment
Critical aspects for assessment and evidence required to demonstrate competency in this unit
Evidence of the ability to:
design, implement and manage rigs for objects
use and refine skeleton/structural and animation controls for best performance
construct hierarchies to formulate specific controls
combine and refine object geometry to skeletal/structural rigs
creation of 3-D digital animated sequences of a rigged model
meet production deadlines.
Context of and specific resources for assessment
Assessment must ensure access to:
computer hardware, software, games engines and file storage
copyright and intellectual property legislation
OHS legislation and enterprise policy
appropriate learning and assessment support when required
modified equipment for people with special needs.
Method of assessment
A range of assessment methods should be used to assess practical skills and knowledge. The following examples are appropriate for this unit:
review of case studies
evaluation of work samples
direct observation of candidate working as part of a production team
verbal or written questioning of theory of anatomy and structural systems and how they relate to 3-D animation techniques.
Guidance information for assessment
Holistic assessment with other units relevant to the industry sector, workplace and job role is recommended, where appropriate.
Assessment processes and techniques must be culturally appropriate, and suitable to the communication skill level, language, literacy and numeracy capacity of the candidate and the work being performed.
Indigenous people and other people from a non-English speaking background may need additional support.
In cases where practical assessment is used it should be combined with targeted questioning to assess required knowledge.
Replaced By
| 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 |
|---|---|---|---|
| D568 | ICA50211 | Diploma of Digital and Interactive Games | Qualification |
| D567 | ICA50111 | Diploma of Information Technology | Qualification |