I would say 1% got discussed and very badly discussed.

Regarding rigging I remember once a very senior rigger throwing tons of cr@p in 
the rig and I had to sit down and re-rig it in front of him and actually 
_prove_ him you could do the same with just a tenth of the bones and controls.

The same with topology and the paranoia riggers have with loops being in 
certain way, I ended up putting the same mesh thru the same rig only with 
different loops to _prove_ him it was actually worst to use regular topology 
than stress based topology.

My issue really is that there are too many people that read posts and training 
videos like these and believe it hands down without even trying for themselves 
in a real way.

Jordi Bares
[email protected]

On 6 Jan 2014, at 20:47, Meng-Yang Lu <[email protected]> wrote:

> 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
> 

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