@bluopp, the topic of rigging is a very broad and deep topic that really is outside the scope of explaining on this forum. The basics of rigging a character mesh are consistent across packages in that you will have a node hierarchy that makes up the skeleton and each vertex in a mesh bound to the skeleton will have a bind pose position and a weight to a number of surrounding bones (limited by engine) to interpolate its final position from the TRS of the transform of the bound bones. But each DCC tool will have their own method for creating skeletons, skinning, and weight painting.
The best place to start with is the documentation of your chosen package like @RaananW linked above (if you are using Blender) to get familiar with the interface that the DCC tool offers. To learn about the best practices for skinning and rigging, I would start with YouTube and do searches for rigging models in your chosen DCC tool. There are plenty of paid sites that offer training on skinning and rigging, but you need to find those who host content for your tool.
Like I said, this is a dense topic so don’t get frustrated if you aren’t able to get up and running in an hour. There are technical artists whose entire job is skinning and rigging and they are highly sought after because doing it right makes the animator’s job much easier while doing it wrong can be disastrous to a production schedule and cost a company a lot of time and money to correct.