Get right to the Microcast
Episode 3 of our Microcast is up. Give us a listen, and send us an audio clip if you want to answer the question of the week! You can find the Microcast anywhere you find your Podcasts, or stream it right here:
What’s new at Rigging Dojo
- Really interesting to hear her talk about the balence of reusing animations via in-engine retargeting versus uniqness of multiple characters movements. This is a really interesting topic that doesn’t get enough discussion. Would love to hear if you have any thoughts on it. Animation budgets are beasts.
- A handy new mini scripting language for the Maya Channel Box. Math is fun, and helpful!
- +=fun and productivity!
- Duplicating, scaling up, revresing normals and vertex paining to make an outline. This may not work in every situation but it’s a clever idea. No reason you cant add a deformer as well to do a little toon shading as well
- Ryan is exploring rigigng a very complex model on his blog. I love reading through his thought process, and seeing how he’s working within the constraints the model poses. Check it out!
Question(s) of the week
What’s the biggest change coming to the industry in the next two years?
What should be more predictable, but isn’t?
Ryan Griffin‘s Audio
* Collaboration, within a disclipline and across disciplines
Raffaele Fragapane (who’s cult of rig is fantasic) answered:
- User Experience Interviews could help understand unmet needs of your animators so you can have more predictability.
- Abstraction is your friend: Story Points
I think hiring can be more predictable
- How can we be better match-makers?