Over the years I've stopped looking at rigging as just a collection of joints, iks, and constraints. There's an overarching support toolset that needs to be in place to manage rigs and animation data that needs to be part of the equation too. From the maya side, I miss stuff like the Mixer and GATOR. I would give body parts for XSI's operators stacks and ICE integration. The blog is missing a lot.
These days, I think rigging has gotten so sophisticated that the stuff he's comparing only accounts for about 40 percent of the rigging process. There's a hefty 70 percent regarding muscles, collisions, and deformer creation that is still handled via custom tools. That right bitches. Rigging is 110% effort. At least that's how it feels to me these days. -Lu On Mon, Jan 6, 2014 at 12:10 PM, Luc-Eric Rousseau <[email protected]>wrote: > what do you guys think about this blog post: > > http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html >

