Hiya! I've followed for your animation stuff for a good while now, since your rigging is just absolute goals for me - I've been having some troubles trying to make a decent rig for my own animation, and was wondering how your process of rigging goes, as from what I've seen online, there's quite a few different ways people will make rigs (be it different deformers, or little to no deformers at all; junk like that :"D) Any tips or advice would be extremely appreciated! <3
I would say start small ! the first rig I let my students build when I was teaching was a little blob animal with eyes, a mouth and some ears or a tail ..something you could do more fluid animation with. It keeps it to simple shapes and limited details .
Work your way up to fuller characters , because the more you rig the more you realize what things are a pain in the arse haha, so you are able to design characters that are a little more forgiving to learn on rather then just designing something you love and running into road blocks on how to rig those details correctly .
Also keep in mind that the rig kind of depends on how -you- animate. For myself I dont need too many bells and whistles, i just need the parts to be seperated. I need to be able to do rotations , and if i just have one big chunk of hair i cant really show it turning perpsective wise, so i want the lil chunks WITHIN that chunk split up.
Breaking off details and splitting them up for me is where you want to start, so the more details you have the harder it is. The deformers and what else you want to add is up to you - some people love em, some people dont ! and actually my rigs would be a pain in the ass for a lot of people to animate with, but they work for me just fine.
in the end though its not the rig that makes the animation , its the animator. you can have a perfect rig but its going to be the traditional principles that makes the animation look good. A good rig is a good tool ,but the success of the animation does not lie soley within it.














