Unit of competency Outline
Date retreived
22/07/2026 11:04 AM AWST
22/07/2026 11:04 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 animation
Manage technical art and rigging in 3-D animation
Unit of competency
National Code
ICTGAM519
ICTGAM519
State Code
AUU03
AUU03
TGA Status
Replaced
Replaced
DTWD Status
Transition (Replaced)
Transition (Replaced)
State Implementation and Classification
Approved Date
16/09/2015
Field of Education
100399 - Visual Arts And Crafts, N.e.c.
Original Release Date
16/09/2015
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.It applies to individuals 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. Use reference or source materials to assess rig requirements
- 1.1 Use organisational procedures and production documentation to determine model rigging requirements
- 1.2 Maintain a portfolio of reference materials
- 1.3 Determine the range of software features available, when using various rigging technologies
2. Plan rig suitable for animation/movement
- 2.1 Analyse the inner workings of the 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 the correct bone and joint placement
- 2.4 Analyse critical object movement to select forward kinematics (FK) or Inverse Kinematics (IK) requirements, or a hybrid solution
- 2.5 Record the results for use at the rigging implementation phase
3. Implement character skeleton requirements
- 3.1 Use 3-D software to place the bones and joints, according to rigging plan
- 3.2 Use 3-D software to orientate the bones and joints, according to rigging plan
- 3.3 Use 3-D software to construct FK or IK requirements in adherence to the 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 the appropriate attributes
- 4.3 Use 3-D software to link control handles to improve the animation procedures
- 4.4 Trial and refine the controls, and attributes
- 4.5 Negotiate modifications, 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 modifications, 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 the completed animated sequences
- 6.3 Save and store the animated sequences, using appropriate output file formats, standard naming conventions, and version-control protocols
- 6.4 Present the 3-D animated sequences of rigged models to the relevant personnel for evaluation by agreed deadlines
No information
No information
Replaces
| State Code | National Code | Title | Type |
|---|---|---|---|
| D7822 | ICAGAM519A | Manage technical art and rigging in 3-D animation | Unit of competency |
Replaced By
| State Code | National Code | Title | Type |
|---|---|---|---|
| OBU52 | ICTGAM545 | Manage technical art and rigging in 3-D animations | Unit of competency |
| State Code | National Code | Title | Type |
|---|---|---|---|
| BCX37 | 52808WA | Advanced Diploma of Animation | Accredited course |
| AVZ4 | ICT50215 | Diploma of Digital and Interactive Games | Qualification |
| AWF1 | ICT50115 | Diploma of Information Technology | Qualification |
| BEH1 | ICT50118 | Diploma of Information Technology | Qualification |