[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Home]
Settings Home

File: 1447359435027.jpg (41.76 KB, 510x427)
41.76 KB
41.76 KB JPG
how do I learn to rig so my animations don't look like garbage?

I read GGXRD rigs use hundreds of bones.
You don't need hundreds of bones to make a nice rig. If they use bones for clothing then more than half of them would go into that. Just watch youtube tutorials. It really will come down to what you need the rig to be capable of.

when you consider that a typical hand will have 15 joints (without end joints on the fingers/thumb), and a face will easily have upwards of that many, it's not hard to end up around the hundred mark.
>I read GGXRD rigs use hundreds of bones.

Because GGXRD was aiming to replicate 2D imperfection via non-traditional methods of deforming the mesh, as to replicate imperfect "drawn proportions" with scaling, overextending and flattening certain poses to fit the camera better as 2D.
It's ridiculously advanced and is very specific in it's purpose, so I don't understand why you'd compare it to day-to-day average rigging.

That's like saying
>how do I learn to cook so my nachos don't look like garbage?

>I read south-east Italian underground pseudo-East Asian steaks use hundreds of ingredients.

Also rigging is pretty easy, it just gets hard when you have very specific needs or goals to accomplish
Like you know, fucking attempting to transcend 3D renders into the 2D realm

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.