Step 1: Mapping the 3D Animation Pipeline:
In modern 3D production environments (using software like Maya or 3ds Max), character animation follows a strict sequence:
$$\text{Modelling} \longrightarrow \text{Rigging} \longrightarrow \text{Animation} \longrightarrow \text{Rendering}$$
Step 2: Examining the Specific Process:
A raw static 3D mesh is like a hollow clay sculpture; it cannot move naturally on its own. To animate it, technical artists must construct a virtual skeleton inside the mesh. This skeletal structure consists of joints and bones. This complete task, including mapping how the outer skin deforms when bones move, is called Rigging.
Step 3: Contrasting with Other Options:
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• Option (A) is not a standard stage in the 3D asset development pipeline.
• Option (C) involves creating the geometric form of the mesh itself.
• Option (D) involves applying colors, shaders, and image maps to the outer surface.
Thus, Rigging (Option B) is the correct phase.