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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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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Perhaps you've heard of Faceware? The multi-application plugin has been used in an ever-increasing number of AAA titles and films to map captured facial animations onto 3D characters.
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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.
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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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