Does the rigs as software paradigm have a home in game animation? Short answer: yes. But what about its golden child, ephemeral rigging? Such an animation system could shine in a heavily iterative development cycle due to its rapid generation and animator-enabling approach. This article details my sketches of such a system.
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SurfRig - A NURBS Surface-Based Rigging Tool
In rigging for games, often we are restricted to a single hierarchy of joints to carry animations into the engine. This can make the human face, in particular, a real challenge. Enter SurfRig, my surface-based rigging tool - initially conceived for easy, game-ready face rigs.
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Maya's native matrix nodes
in Rigging
An understanding of linear algebra is a must for any rigging artist. But when it comes to a software of choice - Maya, for me - the concepts are only the foundation! This post goes over the specific nodes that facilitate using and transforming matrix data in Maya.
Read MoreHow to safely capture new nodes in Maya
Learn about using custom Python context managers to make our Maya API development a little more organized, and a whole lot safer.
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