# modo Rigging Foundation

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There is no denying that rigging is a complex topic. Users entering unfamiliar territory need a good foundation. In the following sections Rich provides that foundation, covering in-depth the the most essential modo functions vital to the task of rigging. Starting with coverage of the interface and its layout, Rich expands on that by detailing animation and rigging specific viewports, as well as covering the modo functionality new users commonly have difficulty with regarding animation. While very little actual rigging technique is covered in this section of videos, intermediate and advanced users are sure to benefit from Rich's broad knowledge of modo and rigging in general.

--Select from any of the following topics by clicking the title links below--

Preferences Rich describes all the preferences he personally changes from modo default, making it easier for anyone to follow along. |  | User Interface Overview Coverage of the "Setup" tab, explaining the essential panels and User Interface elements for rigging and their locations. |  | Components vs. Items An explanation of the differences between 'Items' and their components and how these differences affect rigging. |  | Centers vs. Pivots A comparison of the differences between using 'Pivots' and 'Centers' and how and when to use each.
Transform Item A discussion of what transform items are, how they are unique in modo and how they are used in rigging and animation. |  | Action Centers The basics of using action centers are covered here and how their application applies to rigging and animation. |  | Channels A definition of what "Channels" are, their different types, how to create a user channels and why. |  | Align and Set Tools A look at all the precision alignment and placement tools how to use them in real world rigging tasks

Keyframes and Dope Sheet What a keyframe is, how to create them, also their relation to rigging. The Dope Sheet is also covered for easily modifying keyframes. |  | Graph Editor An explanation of how to use the graph editor and all its functions, as it applies to both animation and rigging. |  | Parenting and Hierarchies Discussion about parenting, hierarchies, dynamic parenting and how they all play together with transforms. |  | Referencing Checking out the state of referencing in modo and if it can apply to rigging or not.
Duplicating and Instances Discussion about duplicating, mirroring, instancing items / hierarchy. |  | Locator Options A look at how you can use locators shapes, colors and the other varied options for rigging. |  | Groups Describe what Groups are and how can they be used for rigging. |  | Curves How to use curves for rigging, the curve types and issues we have to deal with in a real rig.

Deformers A breakdown of the current state of deformers and how to use the three currently available in modo -MDD, Weight and Morph. |  | Schematic View Demonstration of how to use the Schematic view and the Channel Links panel and all the UI involved in making them work. |  | Inverse Kinematics An explanation of modo's Inverse Kinematic function, how to use it and what to watch out for when setting up an IK rig. |  | Constraints An explanation of what a Constraint is and what each different one does, plus a demonstration for how they are used in the 'In-Action' section.
Modifiers An explanation of what a Modifier is and what each different one does, plus a demonstration for how they are used in the 'In-Action' section. |  | Assemblies and Rigging UI A culmination of the talks on Locators, User Channels and the Assembly tab to build a rigging UI for proper animation. |  | Assembly Groups Assembly Groups are a great way to package and reuse common rigging elements. Here is an in-depth look at how to set up and use them. |  |

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