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🧵 Untitled Thread

Anonymous No. 856710

a rigger just told me to go fuck myself in an email, which lets me know, that the rig is going to be S-tier.
Riggers are the only ones getting a pass on being rude. They get the N word pass for all I care. Riggers can company email dick pics around and molest coworkers. idgaf.

Anonymous No. 856711

>>856710
based rigger

Anonymous No. 856729

>>856710
wat

Anonymous No. 856730

he gets a pass because you're a bottom bitch, not because he's a talented rigger.

Anonymous No. 856744

>>856710
What what the task that made him mad ?

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Anonymous No. 856747

The Maya riggers glow in the dark, you can see them if you're driving. You just run them over, that's what you do.

Anonymous No. 856750

>>856747
NO - not the poor riggers!!
Don't you have a heart Anon?
Think about their underprivileged rigger families!
They might glow in the dark, but what will they eat for breakfast?

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Anonymous No. 856757

remember, treat your riggers properly
ask for some feature that you don't really need and which will invariably result in:
-horrible circular dependency
-require him to scrap existing work and redo everything from scratch
politely refuse to be educated about consequences and insist that you need this or its literally over, act as oblivious diva brainlet as you can manage.
-bonus points if you have tits and can squeeze some tears(works every time)
when/if he delivers, start fiddling with guts that have DO_NOT_TOUCH_THESE_YOU_NIGGER tags plastered all over them and break it "accidentally", after that tell him it doesn't work. refuse to elaborate.

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Anonymous No. 856791

>>856757
THIS GUY RIGGS

Anonymous No. 856842

>>856757
i have tits anon, but rigger probably wont fall for my fatman tears.

Anonymous No. 856870

Riggers are like the bassists in rock bands. There's a reason they never get their names in movie credits, no one cares about them. Can't wait for them to get automated away from me.

Anonymous No. 856882

>>856870
>Can't wait for them to get automated away from me.
not a big deal, good riggers are also good software engineers and will have little to no problem adjusting
it's you who should worry about being automated away

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full weight.jpg

Anonymous No. 856916

do riggers usually also weight paint or do they just do the rig and pass it on to someone who specialises in weight painting?

Weight painting is the real horror

Anonymous No. 856965

>>856916
No, they paint weights themselves,
weightpainting is really fun.

Anonymous No. 856968

>>856916
>who specialises in weight painting?

Wtf kinda fantasy productions do you think there ar ? This is not some assembly line where nameless cog number #86
only knows how to torque down bolt number 962 thru 986 before passing it off to the next guy.

Most people who can rig learnt rigging by working on their own characters so they're usually highly accomplished modelers.
Your typical rigger is a senior artist that understands everything on the art side inside out.

Figuring out how to rig something well without being able to assigning vertex weights is impossible
so it is kinda a prerequisite for getting into rigging to already be a highly competent modeller.

Anonymous No. 856970

>>856968
hey senpai I was just asking chill. Thanks for the answer though.
>>856965
>weightpainting is really fun.
man can't believe people feel this way. I love texture painting, been hand painting textures for years. But weightpainting always a chunk of my soul. Maybe I should go back to the basics of weight painting.

Anonymous No. 857277

>>856970
>Maybe I should go back to the basics of weight painting
I think about this too- It's difficult, because there doesn't seem to be a "bible" anywhere for the best practices/tricks of the trade. Not talking shortcuts, but simply the information on the right way of doing the process(es)

Anonymous No. 857339

>>857277
experience gives you that

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Anonymous No. 857834

>>856710
Speaking of rigging? how do you tackle this issue without resorting to shape keys? I mean, when you use them in a dedicated software complete with some drivers and stuff they work wonders, but it becomes harder when you are supposed to use the model in a game engine or outside of the software.

I have seen a handful of good looking animations ruined by those broken ankles every now and then.

Anonymous No. 857835

>>857834
First of all, you place the joint in the correct place. Then you can use corrective bones that slide along main bone

Anonymous No. 857836

>>857835
Makes me wonder why they keep putting the joint in the wrong place to begin with.

Anonymous No. 857837

>>857836
Deadlines probably. I wonder why they insisted on having that foot fully extended in that scene. It’s not a very natural position regardless.

Anonymous No. 857838

>>857837
Exactly, although I have seen some artists, even the ones who focus in those bits using very unnatural poses.

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Anonymous No. 857845

>>857834
This >>857835. Build the skeleton before/at the same time you build your mesh so all your joints are ensured to be in the real position.
Sticking a skeleton inside a volume after the fact is very messy in compare.

>Makes me wonder why they keep putting the joint in the wrong place to begin with.

They may have modelled the leg hyperextended with a locked out knee and then realize the ankle joint end up offset forward of the
hip/knee line so the leg bends the wrong way under IK. So they fudge it by placing the ankle joint backward towards the
Achilles tendon. Basically they did not think about the rig when they built the model but tried to make a rig after they already had a model.

Pic related is how I articulate the foot for videogames (no morphs).

Anonymous No. 857903

>>857845
What am I looking at exactly? I mean, are those separations a graphical explanation for the vertex groups?

Anonymous No. 857924

>>857903
>a graphical explanation for the vertex groups?

Yes. Those are geometry bones in max. Each section works just like a regular bone pivot of a skeleton, using geometry instead of 'bone helper' type geometry provides a better sense for exactly where it'll pivot and what part of the rig it's supposed to affect.

Anonymous No. 857926

>>857924
Interesting, I will try to see how I can apply that to Blender.

Anonymous No. 857976

>>857924
Neat. I like the sound of that

Anonymous No. 859415

>>856710
Post more of this skeleton, OR ELSE