Rigging Workshop 2 Reel by student Clare Swift from Puppeteer Lounge on Vimeo.
.
Check out the Rigging Workshop 2 show-reel one of my student at Puppeteer Lounge, Clare Swift! smile emoticon
Apply here to learn: https://puppeteerlounge.com/apply
Check out the Rigging Workshop 2 show-reel one of my student at Puppeteer Lounge, Clare Swift! smile emoticon
Apply here to learn: https://puppeteerlounge.com/apply
Here is a quick WIP rig demo for Puppeteer Lounge new character AXE. The rig will be available for our animation students to practice realistic animation exercises. We will also have AXE in our Rigging Workshop too!
Here is a quick WIP rig demo for Puppeteer Lounge new character Mr. Bucky Bunny. The rig will be available for our animation students to practice super toony cartoon animation exercises utilizing the many different kinds of animation gimmick that is built into this rig such as bendy controls, scalable controls, multiples and smears. We will also have Bucky Bunny in our Rigging Workshop under the upcoming new Super Toon Rigging Workshop. More details with animation test will come soon 🙂
More Details: http://www.braverabbit.de/shapes/
Puppeteer Lounge SHAPES Webinar: https://puppeteerlounge.com/webinar
Cloth Simulation R&D for The Division trailer by Tonton Koutal.
Animation progress reel forAlike Short by Pepe School Land.
Facial Rig based on captured expressions (3d Scans) by EISKO. Check out there webpage for workflow on detailed facial rigs.
Handy little tutorial to transfer UVs without creating junk nodes on the actual bind rig. You can use this technique of tweaking the Orig Shape node to quickly update you rig mesh with updated new model with the same topology, run multiple meshes with the same base Orig Shape mesh and such. #rigTips
#‎rigTips‬:
Avoid using a lot of contraints in a rig unless it is absolutely
important (needed). To create a stable, fast rig use parent child
hierarchy based relationship for rig objects like controls and joint.
Often time a direct parenting is the best solution of fast, intuitive
and scalable rigs! Using a direct connection from controller to driven
joints also speeds up the rig. This is applicable for FK joint chains.
Lot of the time, we use constraints from controller to drive these
joints which in greater number significantly slows down the rig (for
complex rigs). In the fig. I used the locators to store the offset
position of each joint, so that we can directly connect from control
object to joint to maintain offset.
Always use a proper rig hierarchy system: Hierachy in a character rig is similar to a book library where you have a lot of books kept in each department in an orderly manner. Think about it, let say there is no library and we have books all over the place, you will be spending a lot of time searching that one specific book you needed! Well that is the same case with a character rig, your PC will have to process each of those nodes to process the calculation, hence a slower rig. Below is an example of a standard rig hierachy for character setup. 🙂
Momo01_XTR
Join us at Puppeteer Lounge for educational training Character Rigging Worskhops!