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/3/ - 3DCG


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778006 No.778006 [Reply] [Original]

Why is rigging a nightmare?
How do I gitgud?

>> No.778009

>>778006
shoot urself rapping and use it as a reference

>> No.778013

lmao just use rigify

>> No.778014

It would be a little better if you added physics to the bag and hair. Of course, slapping an animation file onto a different character is going to often have problems, so you will need to adjust anyway.

>> No.778046

>>778009
>>778014
OP didn't create that gif. Whoever made it just used a pokemon sun and moon ripper, ripped the models and the animations and put the bad guy animation in this girl, it's not an animation intended for that model.

>> No.778049

>>778013
This
And here's a great course about it https://www.youtube.com/watch?v=-JSFcSxsaTs

>> No.778070

>>778006
>Why is rigging a nightmare?
because it is effectively programming and most artists brains are wired for creativity not for logic and math.
>How do I gitgud?
By properly learning everything you need to know about it and using the right tool for the job.
Maya is the best for rigging and animation - everything else pretty much sucks for various reasons.
>>778013
>Blender
>Rigify
Lmao indeed.

>> No.778072

>>778006
I'm not sure if it's true but many people say blender's rig tools are horrible compared to maya's. Honestly, rigify does the most things fine, but when you have a complex character you may need to fix the weight maps.

>> No.778078

>>778006
it's really not that hard, mostly just time consuming.

>> No.778080

>>778072
It is true. I have attempted to build rigs in many mayor DCC's. Max, Maya, Blender, C4d and Maya is the queen and nobody comes close.
There is a lot of stuff missing in all other DCCs when compared to Maya, but the killer argument is performance.
A Rig that runs with 20fps in C4d, with 15fps in Blender runs with 120+ fps in Maya. Even with SubD applied it still runs faster than the other ones.
I personally can't animate a character if it doesn't run in realtime - and even if you use a proxy mesh for animation chances are high that Maya runs faster with the real mesh than your other DCC with proxy mesh.
Maya is the gold standard every other DCC gets compared to, and the only software that has a chance in the near future to step up is Houdini.

>> No.778104

>>778046
I know that it was made in the ripper, but I thought OP was asking how to make this animation work better for a different character. Also how do you know OP didn’t make this GIF?

>> No.778881

Probably because rigging is basically programming and linear algebra and most people go into 3d wanting to press a few buttons, fiddle with a few sliders and do cool stuff on their graphics tablets. Forget math and code.

Build up slow using matrix nodes. It'll get you 50% of the way there. Do something simple like a leg. Figure out fk, rotate orders, space, ik, pv and blending in that order. Keep everything aligned to world/T pose for rigging and bind pose for deformation. Start to get your head around scripting.

>> No.779062

>>778881
stfu nerd

>> No.779063

here is a quick rigging tutorial:

step 1: uninstall blender and use maya instead

>> No.779065

Just copy them from daz

>> No.779080

Advanced rigging with gazillion bones and scripts are for autists

>> No.779083

>>779080
Rigging is for autists period.

>> No.779089
File: 26 KB, 499x500, e8d1d3d1a0fd6e0eff593a066b3dd4d9.jpg [View same] [iqdb] [saucenao] [google]
779089

>Maya
>1 YEAR
>$1,620
>Only $135/Month value

>> No.779090

>>779080
Competent riggers are definitely a blessing...and it's paid well at studios.

>> No.779092
File: 2.98 MB, 630x500, fuck blendlets.gif [View same] [iqdb] [saucenao] [google]
779092

>>778006
by getting gud

>> No.779101

>>778006
Just use Mixamo

>> No.780070

>>778006
Are you giving the bag its own skeleton to move with the actual skeleton rig of the character?

>> No.780832

>>779089
what happens when all software becomes cancerous services. This is the future we're headed towards.

>> No.780850

>>779089
not like we have a choice, nobody except maya has figured out parallel evaluation yet

>> No.780857

>>778006
learn to code! Most software packages have Python APIs. In my experience it's really necessary in Maya. In Blender, it's less necessary because the order you do things doesn't matter as much, but still necesary for serious work. Never used any of the other ones for anything serious.

>> No.780858

> Maya is the best for rigging and animation
This is kind of a meme. Rigging *is* animation, since you just can't animate without a rig! So the best rigging tool is the best animation tool by default. An easy to use rig makes for easy animation. The rigger suffers so the animator doesn't have to.

Anyhow, I disagree that Maya is the best. It's the most established, but its rigging tools are really archaic. Maya + Plugins is the best, maybe. Vanilla Maya is not. Maya's real strength comes from the nodes and C++ API.

>> No.780859

>>780850
>nobody except maya has figured out parallel evaluation yet
Is it really that difficult? Will SideFX be the only ones to also crack it?

>> No.780864

>>780859
I think at this point almost everyone have at least some form of parallelism but so far nothing comes close to maya

>> No.780891

>>780864
this guy is retarded, obviously was born after 2010.

>softimage xsi

>> No.780956

>>778080
>and the only software that has a chance in the near future to step up is Houdini.
that won't happen
https://www.sidefx.com/docs/houdini/character/object_level/bonesvsjoints.html
bones are outdated piece of shit. rigging with bones is masochism. any package that uses bones as the primary method for rigging will never catch up to maya.
period.

>> No.780976
File: 66 KB, 765x539, 1593625718254.jpg [View same] [iqdb] [saucenao] [google]
780976

>>780956
KineFX, the base for future rigging and animation development in Houdini, is joint-based.

>> No.780993

>>780976
that's good to know.
I take my words about "won't happen" then.
took them a while to understand which one's better though.

>> No.781048

>>778070
ntayrt but I'm a programmer and rigging and skinning is by far the thing I hate the most about game development.

>> No.781061

>>778070
>lmao indeed
Is that supposed to be an argument?

>> No.781080

Hello, im using maya as per a uni course and ive just got to painting and rigging my model but just when i finally got 1 arm painted appropriately and tried to get back to my model i noticed it was completely invisible although i can still click where it is and receive a wireframe, i have no idea what i have done to cause it to go invisible while i was painting.
If i do open the weight painting tool i do get the full black and white model but i just cant get my lambert model back.

>> No.781081

>>780832
FOSS will get more popular.

>> No.781082

>>781080
nvm i found a fix, somehow i set its materials as nothing so had to re-assign a material.

>> No.781091

>>781048
Haha thats because rigging is also heavy on the artistic side, you need to know anatomy, shape, motion and aesthetic character action which is what programmers struggle with.
You see, rigging is right in the dead center between art and programming and neither an artist nor a programmer really overlap in their preferences to make it right. Thats why good riggers are so scarce in the industry and always sought after.

>> No.781457

>>781091
On top of that you also have to understand animation to know the kind of interface an animator is going to want to use.

I think rigging and shader writing are the last bastions of technical art left. Everything else has been tooled up so nicely anyone can pick up and off the shelf tool and get started.

>> No.783059
File: 68 KB, 963x487, Capture.png [View same] [iqdb] [saucenao] [google]
783059

Slightly related to rigging, but a part of my model keeps detaching itself whenever I rotate a nurbs circle it's been constrained to, pic related.
What do /3/ ?

>> No.783443

>>778049
>lmao just use rigify
Not op but thanks anon this looks really helpful

>> No.783687

>>778006
Heh, rigging isn't hard, it's the weight painting that's hard, getting things to move just right.