facebook twitter vimeo youtube email-fold rss podcast

member-login button

Summary of the Rigging Workshop

You'll learn the art and science of building a character rig as well as the development process and pipeline used in the industry. Although most of the knowledge can be apply to features production, this workshop as been specifically designed and customized for in-games and cinematic production.

Read Workshop Class Breakdowns

  • Image 01

    Rigging Fundamentals

    Introduction to the features in Maya used to create a complex character rig. This is an animator friendly approach that doesn't require previous rigging or scripting experience. Learn the tools and tricks of the character rigger further more. This second part will focus on the deformations and skinning of your character rig. (The cost of this 14 week workshop is broken out in to two payments of $999) | APPLY

  • Image 01

    Full Body Rig Creation

    Understanding rigging principles and pipeline, terminology and naming convention. Start to build Legion’s skeleton, custom spine, references parts and mechanism essential for the characters manipulation. Finish to build Legion’s rig, creates all the tools needed for it’s manipulation, skin the character and learn how to package it and export it to UDK, Unreal game engine. (The cost of this 14 week workshop is broken out in to two payments of $999) | APPLY

  • Image 02

    Facial rig creation

    Students will further learn the rigging principles, pipeline used when creating a character rig and how to build a robust facial rig. The second half of the workshop, the student will continue with facial animation and learn about tools creation possibilities that can be done with Python. The instructor will also talk about plug-ins and automating a riggers workflow. (The cost of this 14 week workshop is broken out in to two payments of $999) | APPLY

  • Workshop 1
  • Workshop 2
  • Workshop 3

iAnimate Games is proud to announce a brand new rigging workshop. You'll learn the art and science of building a character rig as well as the development process and pipeline used in the industry. All students will spend time practicing and recreating what was taught in class; create setup, skin a character and ultimately import it into a game engine called Unreal. Although most of the knowledge can be apply to features production, this workshop as been specifically designed and customized for in-games and cinematic production. Below is a brief description of a few things our workshop will cover.

  • Rig a character properly and efficiently based on industry standards.
  • Have a wider Maya knowledge.
  • Develop your technical minding.
  • Understand the rigging pipeline.
  • Debug your own rigs.
  • Better communicate with riggers.
  • Understand the terminology, color scheme and the importance of naming convention.
  • Understand the most utilized rigging menus.
  • Skin a character properly for video game.
  • Import a character into a game engine, stick an animation set to it and then play with it in an existing UDK level.

Differences between rigging for games and feature

Even though games and film share the same tools and principles, it’s very important to know that games have a bunch of requirements and vital rules that must be respected when creating a rig. Certain game engines might have the capability to do more than others, but they share many common elements that influence the way rigs are exported and built compared to film. Game rigs are often restricted in how you can create deformations and you must also keep into account how that will affect the engine performances. Without describing every single details and explaining what they mean, we will quickly go over some of the items that makes game rigging unique.

 

  • A game rig needs to work for every single animation and have the correct transformation information in the animation. You wouldn’t get a unique rig for a special shot or move. Programmers, designers, animators are all depending on the rig; therefore it is vital that the rig is locked and can handle any game requirements. The hierarchy is also very important when it comes to exporting to a game engine.
  • Naming Convention and structured hierarchies are important: Rigs and animations can be changed real time by removing the number of bones being played in game. Ex: Loading/Unloading facial, spine or hand bones on characters that are far in the background.
  • Limited bone count and vertex influence: Skinning verts to 4 bones wouldn’t be optimal and depending on the rig and model, could make your game under perform. Joint numbers are dependent on the game engine and console criteria. Joints are also often positioned differently due to bone count and optimization.
  • Most engines do not handle or support joint scaling. Any stretching technique often used in film can cause many issues when exporting to engine. Certain types of dynamics and expressions are not transferable into a game engine.
  • The characters in-game and cinematic rig will be very similar to make transitions from the cinematic into game smooth and seamless.
  • When rigging for games, you often need to have animations clip and transferable to other characters. Many characters can use the same animations and/or would need to be transferable. Dealing with transferring motion capture onto multiple rigs is very common.
  • Facial rigging can be done with blend shapes but many games still use a bone setup for in-game usage due to better performances with certain engines.

Rigging

Click HERE to apply for the Rigging Workshop.

Our Instructors

...can both do and teach! See their bios HERE

Our Characters

Check out our exclusive feature level characters HERE