While searching to fill positions for character technical artists, Josh Carey, Brad Clark and Chad Moore have noticed increasing difficulty in finding highly qualified applicants. Many applicants show software and rigging knowledge, however they are lacking the deeper understanding and theories behind the character rigging process and pipelines. Seeing a need for more personal instruction and training to elevate the skills of character technical artists, they created Rigging Dojo.
The three founders are actively working in production and as educators. We do what we teach and teach what we do. We all have worked together and with clients both on-site and remotely from all over the world. With years of teaching and training experience, including college level courses, short form masterclasses and in-house production training, our experiences make us a uniquely valuable source of knowledge for both amateurs as well as industry professionals.
We are actively involved in the creation, advising and testing of many cutting edge applications for the entertainment industry. Our involvement in web forums and user communities have allowed us to provide help, tools and critiques to artists around the world. This has also contributed to our passion to teach and to improve techniques and technology for our industry. Our expansive connectedness throughout the industry allows us to gain and share knowledge from people in different studios, as well as be able to recommend Rigging Dojo students when it comes to hiring.
Our history of combined experience make the knowledge of rigging and technical art accessible to those who want to grow their skills or learn new ones.
Josh is the Rigging Supervisor at Reel FX Creative Studios in Dallas, Texas. While at Reel FX, he has rigged and supervised the rigging on projects such as Open Season 2, Open Season 3, Kung Fu Panda CP and DVD work (including the Secrets of the Furious Five), Madagascar 2 CP work, ABC’s “Princess” and “Snow 2″ movies, Escape from Planet Earth, and countless other feature and commercial projects. He has also mentored apprentices at Reel FX, and is constantly training and working with multiple departments to improve production speed and workflows. Before Reel FX, Josh has worked in the game industry at KingsIsle Entertainment on an MMO project developing the character pipeline and acting as the bridge between artists and programmers. He also worked at The Animation Farm in Austin, TX, where he carried many hats with rigging, modeling, and animating on projects such as Wideload’s Stubbs the Zombie, some projects for Disney, MTV commercials (which won a 2008 Telly award), Biscuit Brothers (which won an Emmy), cinemas for Terminal Reality, and much more. Over the years, he has developed good relationships across the industry while rigging and consulting for clients such as Megasquad, Gentle Giant Studios, Lockheed Martin, Synergy Productions, and Motus Digital. In 2005, he contributed to the book by Brad Clark, John Hood, and Joe Harkins, Inspired 3D: Advanced Rigging and Deformations, with a chapter on facial rigging. Josh continues his drive for pushing technology, techniques, and has a vision to share that knowledge with others.
An award winning artist and animator, Brad Clark has worked on a wide range of projects; from modeling and rigging for television and video games to editing motion capture for Gollum in “The Lord of the Rings: The Two Towers.” while at Weta Digital. His career has taken him around the globe: from Florida to the Philippines, from Texas to New Zealand. Brad taught animation, character design and setup classes at Full Sail, trained 2D animators on Softimage in Manila and headed up internal training on motion capture, character rigging and scripting for artists while with Acclaim Studios, Austin. During his time at Acclaim, Brad designed an automated scripted character rigging and weapon system with Steev Kelly for “The Red Star” game and helped create a universal animation pipeline for the studio . A previous two time Autodesk Master Class instructor including co-authoring with Chad Moore, the only class dedicated to custom character rigging with Motionbuilder- The Character Animator Toolkit for Motion Builder. Brad has twice been an instructor for the incredible Conceptart.org workshops and was lead author of “Inspired 3D Advanced Rigging and Deformations” with John Hood, and Joe Harkins. Most recently, Brad has provided custom training and consulting for Bungie, Disney Junction Point Studios and Reel FX on Motionbuilder, Maya and 3ds Max. During his work with Disney, Brad designed and built the Epic Mickey character rig and evaluated and helped guide the engine animation requirements needed to meet the extreme demands of the design.
Brad is currently a Character Art and Technology Consultant actively working with several next generation rigging and animation software projects, teaching workshops for high school students,technical software support for Motus Digital, program chairman for the 3d Austin Users Group and the Austin Autodesk 3December event.
You can find out more detail about Brad at linked-in.com
Chad is a veteran technical artist, animator, manager and director specializing in character animation for games and game cinematics. Over the last 10 plus years he has been creating character set ups, MEL and Python scripts and tools as well as building art and animation pipelines. He is a two time Autodesk MasterClass presenter, adjunct instructor at Mount Ida college and also an advisory board member and past course director at Full Sail University. He continues to contribute to high quality game projects, focusing on art and animation pipelines and workflows. As a manager, he strives to cultivate a positive collaborative environment. Over the last 5 years he has transitioned to a leadership role, first as a Lead, then Manager of animation at SCEA(Sony) and currently is the Director, Technical Art and Animation at a large game development company in Boston MA. Find out more about him on linkedin and his website.