[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


View post   

File: 31 KB, 660x574, pepe.jpg [View same] [iqdb] [saucenao] [google]
663412 No.663412 [Reply] [Original]

How do u fucking learn professional rigging skills?

>> No.663413

You start with simple tutorials, then do more complicated stuff. Then do your own thing from start to finish. Then watch some more tutorials of things you still don't know and scour the internet for tricks and tips. Then do another more complicated and demanding thing. Repeat forever.

>> No.663414

Rigging is bullshit. You have to do all kinds of crazy minutae like local rotation axes and all that shit, and adjusting them never seems to work.

Fuck LRA

>> No.663470

>>663412
Rigging is a bit of a dark art, the people who are really good at it has done 3D for a long time and they are more about producing high level content than attempting to sharpen up the competition.

The basics are covered in multiple tutorials floating around the web and from various CG education sites. But the high end stuff isn't easily accessible.

There are generally two ways you pick it up, either you learn it by already being a highly accomplished artist or tech artist, you get hired by a studio that has talent that does this kinda stuff and learn it on the job.
Or you go into the deep end and start trolling obscure forumposts by artists performing at a high level who's discussing the topic among themselves letting you gleam some insight to solutions, then keep trying things out and start inventing your own solutions and after a decade or so you'll eventually get good at it.

>> No.663472

>>663414
http://www.cultofrig.com/
Don't shy away from the math. It's high school stuff: trig, matrices, dot products. If you don't think dot products are fun you should seriously reconsider trying to be a professional rigger. I like dot products.

>local rotation axes
Don't allow this cancer into your rigs. Joint orient should be zero. Always. Parent the joint under an orient group if it needs a new local space.

>> No.663483

>>663414
>>663470
>>663472
rigging is not that hard lmao you fucking brainlet babies

>> No.663487

>>663483
If you think it's so easy that you laugh until your glutes sepparates from your sacrum chances are your standards are set so low you don't even comprehend the problem.

Making a shitty rig with sketchy deformations and limited motion range isn't that hard. Making one on par with what you see in movies and good games very much is.

>> No.663492

>>663483
Get lost, lowercase. Such a shitty troll.

>> No.663495

You get to a certain standard to join any studio that offers junior positions then learn on the job from there.
Getting to that point isnt too hard either, just learn some rigging on youtube tutorials (I recommend checking the Autodesk Maya Learning channel's rigging course if your software of use is Maya, it covers the barebone basics quite well), from there learn to navigate in rigging mechnaics in more detail by making more complex rigs of your desire. Then make a quick reel and start appyling for jr. positions. Oh and knowing scripting of sorts / having coded up an autorigger is big plus points.