November Newsletter Preview : Javier “Goosh” Solsona and his rigging work on DreamWorks “Turbo”.

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November Newsletter Preview : Javier “Goosh” Solsona and his rigging work on DreamWorks “Turbo”.

javiJavier "Goosh" Solsona

 

 

Our November newsletter will feature Javier “Goosh” Solsona and his rigging work on DreamWorks “Turbo”.

Javier has been a friend of ours for a long time now and has been an inspiration in teaching and rigging through his http://www.rigging101.com/ website and our co-sponsored Google+ group of the same name

We will have some other early announcements in the Newsletter so sign up if you haven’t. We have moved to MailChimp for the newsletters and they look great thanks to Chris Lesage.

 

Here is a very short excerpt on Games vs. Film rigging

Lets talk Games vs. Film, this is always a hot topic for new and old character TDs. Tell us how you made the transition from games to film and what’s different.
What are the differences? Similarities? Everything and nothing.
Ultimately, in Films or Games you do the same thing. You build a motion system and you build the deformations. You probably also write tools to help you along the way. That core concept doesn’t change, it’s the same. That said, how you go about building them is quite different, especially when it comes to deformations.

Rig by “Goosh” for Turok

In games we are limited by the engine. There are a lot of things that we simply cannot do and still get the performance necessarily to make a game run at 60fps. So usually in games we are most concerned about performance.

In film we don’t have that restriction. We use any tools we have at our disposal to make things look right. This often means you are sacrificing the performance of the rigs, but often picture quality wins over performance.
The transition itself was hard; I knew it would be. I was very comfortable where I was (in games) and I was happy working in Maya. I knew DreamWorks had their own system and that I would have a pretty steep learning curve. The system we used to have at the time was like nothing I could have imagined. It took a bit of time to “unlearn” Maya.

 

 

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