[Bf-funboard] Empties in the bone hierarchy
joeedh at gmail.com
Tue Mar 31 09:39:55 CEST 2009
Ah didn't mean to come on quite that strong, sorry. I'm perfectly
aware your rigging voodoo skills are far superior to mine :P
On Tue, Mar 31, 2009 at 1:28 AM, Nathan Vegdahl <cessen at cessen.com> wrote:
> I was just providing a dissenting opinion. You claimed that "any
> serious rigger" would say one thing. But I consider myself somewhat
> serious at rigging, and I disagreed with your assertion. That's all.
> In any case, having a few basic bone shape presets would benefit both
> ideologies here. :-)
> --Nathan V
> On Mon, Mar 30, 2009 at 10:53 PM, joe <joeedh at gmail.com> wrote:
>> On Mon, Mar 30, 2009 at 8:37 PM, Nathan Vegdahl <cessen at cessen.com> wrote:
>>>> Bone shapes are not a time problem, which any serious rigger will tell
>>> Eh... that's not entirely true. It can take time to plan and
>>> execute good bone shapes for rig controls. Compared to the rest of
>>> the rigging process it's certainly not a bottleneck. But I also
>>> wouldn't say it's insignificant.
>> Depends on the person, I guess. I think minimalistic ones are fairly
>> easy to do..
>>> (David Bryant)
>>>> So, most pro rig rig controls use simple controls (boxes,
>>> Most professionally produced rigs use simple shapes because the
>>> riggers making them are either lazy, or are on too strict of deadlines
>>> to make good control shapes.
>>> Sure, maybe 40-70% of the controls will make sense as simple
>>> shapes, depending on the rig. But to really make the rig both
>>> visually clear and not visually overwhelming/cluttered, you have to
>>> carefully design the appearance of many of the controls. Most rigs I
>>> see (including "pro" rigs from other packages and studios) fail hard
>>> on this. Frankly, my BBB rigs fail pretty hard on this too. I'm
>>> still learning.
>> Making controls nonoverwhelming isn't hard. . .and I don't think
>> making them clear is hard either. Rigging controls give real-time
>> feedback, so they tend to be really easy to figure out (with the
>> exception of things like ik/fk blending controls).. There's no need
>> to spend hours making super intuitive shapes. Learning what a rig
>> control does isn't generally the hard part of learning a rig, seems to
>> me learning how the control layers are organized is more difficult
>> (e.g. which layer has what), and also learning what the original
>> intended workflows of the rig are.
>>> That said, having presets for common bone shapes (with tweakable
>>> size+offsets) would be really handy, and would definitely speed up the
>>> It would also be nice to be able to easily edit bone shapes in the
>>> position/size they end up on the bone. This can probably be done with
>>> scripting, but it would be handy to have built-in.
>>> --Nathan V
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>>> Bf-funboard at blender.org
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