View Full Version : why auto-rig software wont take riggers jobs

03 March 2006, 02:40 AM
just doin an essay on auto-rigging software. i reckon it will be good enough for small companies or personal animations but wont really affect a riggers potential to get a job.

i suppose it makes it easier for people to make films straight from their bedrooms.
what do u think?

03 March 2006, 09:29 AM
Yeah sure. Routine riggings are already made a lot easier by auto-rig software. Although I donīt think, that there will be a rigging software, which goes click and finish. Sure, things like Character Studio, FBIK, Ultimate rig blablabla.. are very helpful, but they only assist you in rigging, making work easier, but they donīt replace you as a person and take your job. And you still have to remember, that complex rigs will still require self-written scripts, tweaking and lots of R&D.

However I do believe, that advanced tools raise the pressure on a rigger, as superiors will tighten deadlines because they think that auto-rig software might make rigging so easy, that they can replace you with an underpaid trainee if your work takes too much time.

03 March 2006, 03:12 PM
It seems that professional riggers are more technically inclined to be able to solve problems that are customized to the task at hand. generic rigging tools can provide a base solution to the common animator's task but when the crap hits the fan and something does not work as one would anticipate, who are these auto-rigging tool users going to call ?

I'm surprised there are no 1-900 numbers out there for non-rigging animators to call on when in trouble. Of course we have these forums but no body is going to provide a complete solution to a commercialised task for free.

If a team had access to someone with the logical skills of being able to write code solutions then that team would be able to achieve almost any animated challenge.

I'm not a rigging pro, just one that likes to create animations on the computer.
I wished the 3d animation school I went to drilled us more on technical problem solving.

03 March 2006, 05:11 PM
I'm surprised there are no 1-900 numbers out there for non-rigging animators to call on when in trouble.

Yeah, seems there is money to be made with that, something like "Rigs-R-us", just sign here weīll take care of the rest! :deal:

03 March 2006, 02:26 PM
I don't really see how these types of procedural rigs could ever be a direct threat. Most times working one of these into a project still takes work, since each project has it's own inherent quirks, none of which could ever really be forseen. Also as has been mentioned elsewhere these things never quite do everything, so a fair bit of manual tweaking is needed.

Scripts to replicate repetative tasks, or create generic crowd characters, rig up individual body parts, transfer weights and/or things like file referencing for pipelines are often covered by Character TD's - even if they're occasionally picked up and modified from elsewhere.

But in general I'd say the larger studios tend to write their own rigging tools to suit the particular project they're on. Besides, TD's like to know how the rig they're giving out works, so that they're aware of what to fix when files get broken.

The one's your probably referring to are written as more of a showcase for individuals to demonstrate their skills and streamline they're own particular workflow. It's just fortunate that for those who don't or can't rig that they've been released to the community.

03 March 2006, 09:39 AM
I agree with Steve above. All those auto solutions are only a base (at best) that a character TD will use to make the final rig work. And in most cases a character TD will write his own auto-rigging tools & scripts and tweak them for specific creature at hand.

I think that effect of auto-rigging solutions for character TD's is pretty close to zero, unless someone develops some weirdly hyped CG tool - like Hal from 2001 for instance ;)


03 March 2006, 04:11 PM
"TD's like to know how the rig they're giving out works, so that they're aware of what to fix when files get broken. "

This one is the key. When an animator comes to you with a problem, you need to know how to fix it. You need to have absolutely thourough knowledge of how the rig works in order to problem solve or come up with scene specific solutions. No self respecting TD is going to base their character pipeline around rigs they don't fully understand.

What are they good for? animators who just want to animate, newbies looking for ideas, TD's who want to rip them apart and get more ideas, and some production work.

03 March 2006, 02:17 AM
Because animators are damn good at breaking stuff. :D



03 March 2006, 04:38 PM
Because animators are damn good at breaking stuff. :D

:lol: Sorry, I alomost fell off the chair, as we had this situation here a month ago...

...okay, Iīm back in my seat, but that was a good one! :thumbsup:

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03 March 2006, 04:38 PM
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