Rigging questions!


#1

Hi there!

I’m an animation student specialising in character rigging and thought it about time that I stop lurking around these forums and actually say something :slight_smile: I’ve got a few questions about the professional rigging process, as well as a (probably rather too hopeful) request.

So, yeah - the main thing I’ve been wondering is how long you are given, on average, to rig a standard character. Obviously on different projects or characters the process has to be handled differently (main characters, sharp deadlines, complicated features, etc.) but some examples of the time-frames that any of you have had to work for would be really great! I’ve had a look around and it seems to vary from a day to a month or two. I’d really like to be able to train myself to set up characters for worst case scenario deadlines as well as whatever speed seems appropriate to me.

Aaand then on to the request… I’ve been putting together a rigging reel recently, and have exhausted my fellow students/my own collection of models. I was hoping someone on here would be interested in having one of their characters rigged. Obviously it would feature in my reel (with credit to the artist), but other than that I wouldn’t use it for anything and would send you back the finished file so you could do with it as you will

I’m planning on giving my next character as many features as possible (IK/FK, stretchy spine/arms/legs, overall squash and stretch controls, a full non blendshape facial rig, dynamic sections, etc.) so if you choose to lend me a model you’ll end up with quite a powerful rig.

Not sure if this request is in the right place: is it just riggers who read this section? Any suggestions for a better place? :slight_smile:

Cheers,
Finn


#2

Hey man,

Always nice to see new faces. I don’t post a lot, but I read quite a bit.

Anyway, I’d advise against a full-non blendshape facial rig. Some of the best animations come from blendshapes, particularly for the faces. If it’s a matter of you not knowing how to do it and set it up, I’ll be happy to point you to some tutorials that will get you on your way.

Also, to add to the models thing: There are some threads elsewhere (you’ll have to look, but it’s within these forums) that have links to low-poly (typically game) models.

If you need anything, just let me know. I can usually only reply twice a day, morning and night, but I’ll get back to you.


#3

Hi, welcome!

When setting up characters, it really depends on what you are doing. I’ve only done commercials and TV series, as I’m relatively new to the field. Commercials can range from a day to 3-4 days. TV series, ahaha, I’ve had to rig a full facial set-up in 1 hour. It will always depend on what’s going on.

I don’t think non-blend shape rigs are bad at all, I use them more than blendshapes personally. On a TV series, changes happen all the time. It’s a lot easier to have one rig that can adapt to the models, or changes at any givin time.

-Tim


#4

Thanks for the replies (didn’t notice them until now)!

I’m with you on using non-blendshape rigs more often. They just seem so much nicer to control. Unless the rig has a huge amount of blendshapes (enough that it’d take a lot longer than a curve/joint setup) they just end up looking a bit robotic. Maybe I suck at blendshapes, though…

One hour!? If it wasn’t at least a bit rough around the edges then I have a way to go!

Do you have a whole set of scripts to speed up your workflow? I’ve created a few, but it seems that every time I make them more complicated, they get less useful :smiley:


#5

and it always depends on what you have to do…but i guess if you have the time why not have both non-blendshape and blendshape controls for the face.sure it’s gonna need time but if you want something great!!

i also need to a non blendshape facial animation as a part of my bachelor’s thesis project and from what i’ve seen so far though i am a complete newbie in the field i kinda like the freedom of control it provides.(not that i could have a say in it since it’s mandatory :P)


#6

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