Nenox
11-17-2006, 02:27 PM
Hi.
I'm a rigger here in Denmark. I'm currently in the process of planning the rigging of a bunch of characters, for what we call an "A" class production. My question is: How much time do people have for this sort of job pr. char, at a studio doing feature level/style rigs? I realise that every situation is different! :-)
I can tell you a little bit about the project and my tasks:
Project leans towards cartoony style characters. We work in Maya.
Must be done. (Testing and implementation):
*Body model review
*Body Binding
*Body Rigging
(Incl. different cartoon style deformer setup, stretchyness, fk/ik etc.)
*Corrective shapes list
*Corrective shapes application
*Face review
*Face shapes list/guidelines
*Face shapes review
*Face Clusters/Joints/wiredeformers.
*Face cartoon style macro deform/controls.
*Face micro controls that ride along surface with blends/other deformers.
*For simple(!) hair and some part of clothes: Joint deformations, driven by hair curves. Must have layer for keyframe ctrl + control for sim influence level.
* Any work/tools for interfacing with pre and post part of pipeline.
* Revisions/maintanance of rig/character pipeline tools.
I have scripted tools that modularily can make standard biped setup, but I would have to do a lot of things by hand or revise/make new functions. Setup not done with functions, should be scripted, but might be re-usable across characters.
Thanks for any input!
I'm a rigger here in Denmark. I'm currently in the process of planning the rigging of a bunch of characters, for what we call an "A" class production. My question is: How much time do people have for this sort of job pr. char, at a studio doing feature level/style rigs? I realise that every situation is different! :-)
I can tell you a little bit about the project and my tasks:
Project leans towards cartoony style characters. We work in Maya.
Must be done. (Testing and implementation):
*Body model review
*Body Binding
*Body Rigging
(Incl. different cartoon style deformer setup, stretchyness, fk/ik etc.)
*Corrective shapes list
*Corrective shapes application
*Face review
*Face shapes list/guidelines
*Face shapes review
*Face Clusters/Joints/wiredeformers.
*Face cartoon style macro deform/controls.
*Face micro controls that ride along surface with blends/other deformers.
*For simple(!) hair and some part of clothes: Joint deformations, driven by hair curves. Must have layer for keyframe ctrl + control for sim influence level.
* Any work/tools for interfacing with pre and post part of pipeline.
* Revisions/maintanance of rig/character pipeline tools.
I have scripted tools that modularily can make standard biped setup, but I would have to do a lot of things by hand or revise/make new functions. Setup not done with functions, should be scripted, but might be re-usable across characters.
Thanks for any input!
