Rigging and Animating Whaley

June 28, 2016


I’ve been itching to do a little bit of character rigging so today we’re going to rig up Whaley using joints and some easy weighting tricks then use inverse kinematics to drive most of his movement. A little looping animation from Signal and we’ve got ourselves a happy little Whaley! Whaley was modelled by our friend Patrick Goski, head over to his site to see more great models. Head to the bottom of the post to grab the Whaley model to follow along.


In this Tutorial we will:

  1. Create a skeleton using joints

  2. Use the weights manager to quickly bind the joints to the model

  3. Add IK to add dynamic rig, even avoiding collisions.

  4. Animate just four parametrics using Signal to get a fast, fluid, and happy animation


The Tutorial:


Get The Model Here

Please share your creations and questions in the comments below!

Tutorial Focus:  , , ,
Software:  ,

  • Hello Chris

    Great tutorial!A lot of interesting and useful stuff. Thanks!

    I have a question,it is possible to add physics to a rigged character in cinema 4D?Like a character from a game falling off the stairs,with self collision and all that natural look and physics.

    Thank you very musch for your work!


  • I had liked a small fish. only she needs the fountain from water. I have understood what role the signal plays!


  • can you make a tutorial making a face rig

  • Hello Chris !

    Great tutorial! A lot of useful information, thank you for that ! 🙂

    I just want to point out that all the time using the IK Tag you were saying “Rest Hold” when you mean “Rot Hold”, which i think actually is Rotation Hold (I hope I’m right). But I think everyone will get what you mean.


  • Merci.Super tuto.

  • the only thing to complain about is whaley’s tail fin: it has to be horizontal and not vertical (like fish-tail-fin)…so long!

  • nice tutorial chris , i know before play it you are the tutor , nick only make render HDIR tutorials ..most of the time !

  • Awesome stuff, I needed to know how to get a good start in joints.
    In case no one here has Signal, the Vibrate tag will do exactly the same function, with regular pulses and all that, I also found the Joint Tool, will create a sequential hierarchy and name/number the joints for you automatically.

  • David L. Cooper July 3, 2016 at 12:25 am

    This was the EXACT tutorial I was specifically hoping for. I can’t thank you enough. I’m adding IK to everything I make from now on! Also, I intend to finally splurge on Signal, and probably other GSG products. I mean, my entire C4D education was via GSG, and scott free. Some payback seems in order. Thanks again.

  • This is great! just what I was looking for 🙂

  • Probably the most straight forward and understandable education in joint placement, binding and joint weighting available for C4D. Bravo Chris, you are rocking these. Thanks.

  • would be endless cool to have a breakdown-tutorial about the rig of the c4d-preset-character “don”……..(ik-spline, etc.)

  • Absolutely brilliant

  • Another fantastic tutorial! Big fan of your plugins and inspiration. Really appreciate the the great stuff you guys are doing!

  • Great tutorial, but still looking forward to a face rigging tutorial as well! C4d tutorials are seriously lacking in this area.

  • Hi, I’m trying to follow this tutorial, using R19. When selecting all the joints and binding (right at the very beginning of the tutorial) no tab for joints is created in the bind tag. I’ve followed every step exactly as per the video till this point. Is this a version difference? Any idea what could be happening? Thanks

  • How would you cache the IK Dynamics in this scene?

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