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	<title>Comments on: Q&amp;A: Using generic rigs</title>
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	<link>http://animationpodcast.com/qa-using-generic-rigs/</link>
	<description>The Voices of Animation</description>
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		<title>By: DJ</title>
		<link>http://animationpodcast.com/qa-using-generic-rigs/comment-page-1/#comment-64000</link>
		<dc:creator>DJ</dc:creator>
		<pubDate>Tue, 14 Oct 2008 06:29:56 +0000</pubDate>
		<guid isPermaLink="false">http://animationpodcast.com/archives/2008/03/14/qa-using-generic-rigs/#comment-64000</guid>
		<description>Well,

Good animation is good animation. However, if one takes just that little bit extra time to customize the &#039;look&#039; of the rigs, even if they are the free ones, it goes a long way i think. The animation mentor showcase is a good example of that. same rigs, colours and costumes changed (in a very basic way) and voila, it works! Ofcourse, the key is good animation.

Even with so many free rigs, not all of them are strong enough. So, I usually end up with 4 or 5 rigs to play with. Still, with rendering tweaks, texture changes and simple prop additions, the whole thing can be made really interesting.

my 2 cents.</description>
		<content:encoded><![CDATA[<p>Well,</p>
<p>Good animation is good animation. However, if one takes just that little bit extra time to customize the &#8216;look&#8217; of the rigs, even if they are the free ones, it goes a long way i think. The animation mentor showcase is a good example of that. same rigs, colours and costumes changed (in a very basic way) and voila, it works! Ofcourse, the key is good animation.</p>
<p>Even with so many free rigs, not all of them are strong enough. So, I usually end up with 4 or 5 rigs to play with. Still, with rendering tweaks, texture changes and simple prop additions, the whole thing can be made really interesting.</p>
<p>my 2 cents.</p>
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		<title>By: Matt</title>
		<link>http://animationpodcast.com/qa-using-generic-rigs/comment-page-1/#comment-63983</link>
		<dc:creator>Matt</dc:creator>
		<pubDate>Wed, 24 Sep 2008 07:03:42 +0000</pubDate>
		<guid isPermaLink="false">http://animationpodcast.com/archives/2008/03/14/qa-using-generic-rigs/#comment-63983</guid>
		<description>I know how frustrated and switched off I get while looking at the same old rigs on YouTube, floating around or moving like robots. That&#039;s what it must be like looking through reels for recruiting.</description>
		<content:encoded><![CDATA[<p>I know how frustrated and switched off I get while looking at the same old rigs on YouTube, floating around or moving like robots. That&#8217;s what it must be like looking through reels for recruiting.</p>
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		<title>By: employee</title>
		<link>http://animationpodcast.com/qa-using-generic-rigs/comment-page-1/#comment-63813</link>
		<dc:creator>employee</dc:creator>
		<pubDate>Wed, 28 May 2008 11:43:25 +0000</pubDate>
		<guid isPermaLink="false">http://animationpodcast.com/archives/2008/03/14/qa-using-generic-rigs/#comment-63813</guid>
		<description>As an employee I think that the reels with generic rigs and/or openGL rendering are great to watch. It really helps you to concentrate on what you are looking for when you want to hire talented animators. 
In generic rig/openGL reels I don&#039;t have to worry about being distracted by another things than animation itself.</description>
		<content:encoded><![CDATA[<p>As an employee I think that the reels with generic rigs and/or openGL rendering are great to watch. It really helps you to concentrate on what you are looking for when you want to hire talented animators.<br />
In generic rig/openGL reels I don&#8217;t have to worry about being distracted by another things than animation itself.</p>
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		<title>By: Rob D</title>
		<link>http://animationpodcast.com/qa-using-generic-rigs/comment-page-1/#comment-63775</link>
		<dc:creator>Rob D</dc:creator>
		<pubDate>Wed, 16 Apr 2008 08:02:11 +0000</pubDate>
		<guid isPermaLink="false">http://animationpodcast.com/archives/2008/03/14/qa-using-generic-rigs/#comment-63775</guid>
		<description>I think all the comments so far are on the money as far quality up front. Don Dixon does bring up a real good point that I agree with, though.  I&#039;ve looked at tons of reels and have seen the blue guy all over the place.  When I do I just figure that this person is an animator and not a rigger.  The fact that I&#039;ve seen it so many times, both well and poorly animated, makes it more &quot;generic&quot; which helps me focus on the performance only.</description>
		<content:encoded><![CDATA[<p>I think all the comments so far are on the money as far quality up front. Don Dixon does bring up a real good point that I agree with, though.  I&#8217;ve looked at tons of reels and have seen the blue guy all over the place.  When I do I just figure that this person is an animator and not a rigger.  The fact that I&#8217;ve seen it so many times, both well and poorly animated, makes it more &#8220;generic&#8221; which helps me focus on the performance only.</p>
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		<title>By: Don Dixon</title>
		<link>http://animationpodcast.com/qa-using-generic-rigs/comment-page-1/#comment-63764</link>
		<dc:creator>Don Dixon</dc:creator>
		<pubDate>Wed, 09 Apr 2008 13:23:09 +0000</pubDate>
		<guid isPermaLink="false">http://animationpodcast.com/archives/2008/03/14/qa-using-generic-rigs/#comment-63764</guid>
		<description>I think its been said here already before, but just to touch on it again, I think its fine to use generic rigs that you can find online, I have been hired at a few jobs using nothing but the peter starostin rig for 3dmax, when you get hired as an animator, thats what you do animate, if you want to get a job as a character designer, or a character TD then build and design your own rigs. So possible employers may see the same rig over and over again, I actually think this is a good thing, then it forces them to not get wrapped up in its design and look but rather its emotion and acting and how the character is feeling.</description>
		<content:encoded><![CDATA[<p>I think its been said here already before, but just to touch on it again, I think its fine to use generic rigs that you can find online, I have been hired at a few jobs using nothing but the peter starostin rig for 3dmax, when you get hired as an animator, thats what you do animate, if you want to get a job as a character designer, or a character TD then build and design your own rigs. So possible employers may see the same rig over and over again, I actually think this is a good thing, then it forces them to not get wrapped up in its design and look but rather its emotion and acting and how the character is feeling.</p>
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		<title>By: Pritish</title>
		<link>http://animationpodcast.com/qa-using-generic-rigs/comment-page-1/#comment-63762</link>
		<dc:creator>Pritish</dc:creator>
		<pubDate>Tue, 08 Apr 2008 23:04:38 +0000</pubDate>
		<guid isPermaLink="false">http://animationpodcast.com/archives/2008/03/14/qa-using-generic-rigs/#comment-63762</guid>
		<description>With so many choices in the free rigs available, I am sure that you can definitely choose the rig that suits the animation that you want to do, thereby breaking away from the trend of doing animation with just the  &quot;blue generi&quot; rig or &quot;Bishop&quot; rig.

At the end of the day, the person watching it is not gonna care if you created your own rig or used someone else, because as a professional animator you are always gonna be using someone else rig anyways.

- 

Pritish</description>
		<content:encoded><![CDATA[<p>With so many choices in the free rigs available, I am sure that you can definitely choose the rig that suits the animation that you want to do, thereby breaking away from the trend of doing animation with just the  &#8220;blue generi&#8221; rig or &#8220;Bishop&#8221; rig.</p>
<p>At the end of the day, the person watching it is not gonna care if you created your own rig or used someone else, because as a professional animator you are always gonna be using someone else rig anyways.</p>
<p>- </p>
<p>Pritish</p>
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		<title>By: Ryan</title>
		<link>http://animationpodcast.com/qa-using-generic-rigs/comment-page-1/#comment-63760</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Tue, 08 Apr 2008 15:30:30 +0000</pubDate>
		<guid isPermaLink="false">http://animationpodcast.com/archives/2008/03/14/qa-using-generic-rigs/#comment-63760</guid>
		<description>If this was the case, they&#039;d be getting sick of Bishop as well, yea?  I guess my point is, if the animation is strong, use it, if not, lose it.</description>
		<content:encoded><![CDATA[<p>If this was the case, they&#8217;d be getting sick of Bishop as well, yea?  I guess my point is, if the animation is strong, use it, if not, lose it.</p>
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		<title>By: Todd Shaffer</title>
		<link>http://animationpodcast.com/qa-using-generic-rigs/comment-page-1/#comment-63740</link>
		<dc:creator>Todd Shaffer</dc:creator>
		<pubDate>Sun, 30 Mar 2008 17:38:22 +0000</pubDate>
		<guid isPermaLink="false">http://animationpodcast.com/archives/2008/03/14/qa-using-generic-rigs/#comment-63740</guid>
		<description>This is a more complicated question than it appears. 

On a basic level, if you can animate well no one cares if you use a generic rig. Rigging is a highly specialized art form, and few people can rig really well -- even those with jobs. If you want to animate learn to animate well.

Now, it is helpful to have a small working knowledge of rigging. And it should not take so long to build a better rig and model than what most schools provide. Usually they are quite awful.

The problem is, whenever I see school models and rigs in animated clips that are obviously from some class assignment, rarely (and I can&#039;t think of even one case) have they had any positive impact on me.  They immediately alert me to sophomoric animation that I would rather not be faced with sitting through. They do breed an immediate snooze factor.  But if the animation is striking, we can get past that. However, if you really are good at animation you&#039;re going to have a lot of animation mileage behind you, and I doubt you&#039;ll be happy or inspired to animate the same ugly rigs for that length of time. School rigs = school animation.

If you&#039;re animation level is maturing, you will find a way to get better models and rigs, whether you do them yourself or get them from a friend. For certain, your rigs will be basic, but a decent basic rig can showcase your animation skills. Don&#039;t get too fancy.  Keep it simple.

Again, if someone took the time to build their own character and apply rigging, even if the joint deformations aren&#039;t perfect, the animation can still sing.  We don&#039;t expect student level rigs to be perfect.

Viewing reels is time-consuming, and usually the person reviewing has a hundred other things to do, so put your best stuff right away -- you&#039;ve got 10 seconds.</description>
		<content:encoded><![CDATA[<p>This is a more complicated question than it appears. </p>
<p>On a basic level, if you can animate well no one cares if you use a generic rig. Rigging is a highly specialized art form, and few people can rig really well &#8212; even those with jobs. If you want to animate learn to animate well.</p>
<p>Now, it is helpful to have a small working knowledge of rigging. And it should not take so long to build a better rig and model than what most schools provide. Usually they are quite awful.</p>
<p>The problem is, whenever I see school models and rigs in animated clips that are obviously from some class assignment, rarely (and I can&#8217;t think of even one case) have they had any positive impact on me.  They immediately alert me to sophomoric animation that I would rather not be faced with sitting through. They do breed an immediate snooze factor.  But if the animation is striking, we can get past that. However, if you really are good at animation you&#8217;re going to have a lot of animation mileage behind you, and I doubt you&#8217;ll be happy or inspired to animate the same ugly rigs for that length of time. School rigs = school animation.</p>
<p>If you&#8217;re animation level is maturing, you will find a way to get better models and rigs, whether you do them yourself or get them from a friend. For certain, your rigs will be basic, but a decent basic rig can showcase your animation skills. Don&#8217;t get too fancy.  Keep it simple.</p>
<p>Again, if someone took the time to build their own character and apply rigging, even if the joint deformations aren&#8217;t perfect, the animation can still sing.  We don&#8217;t expect student level rigs to be perfect.</p>
<p>Viewing reels is time-consuming, and usually the person reviewing has a hundred other things to do, so put your best stuff right away &#8212; you&#8217;ve got 10 seconds.</p>
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		<title>By: Carlos</title>
		<link>http://animationpodcast.com/qa-using-generic-rigs/comment-page-1/#comment-63739</link>
		<dc:creator>Carlos</dc:creator>
		<pubDate>Thu, 27 Mar 2008 17:56:06 +0000</pubDate>
		<guid isPermaLink="false">http://animationpodcast.com/archives/2008/03/14/qa-using-generic-rigs/#comment-63739</guid>
		<description>This is an excellent question; thanks for addressing this issue, Clay.  
Generic rigs are great because they allow a person to focus strictly on animation..  But, would having an original rig tailored to a specific piece give you an edge on your reel?  Or a big enough edge?  In other words, can a rig be on the same level as actor casting for a specific plot?  If they&#039;re truly &quot;generic&quot; they&#039;ll ultimately work for any given situation, but I would start to look at them more as a swiss army knife.. it&#039;ll get the job done, but it won&#039;t be pretty..</description>
		<content:encoded><![CDATA[<p>This is an excellent question; thanks for addressing this issue, Clay.<br />
Generic rigs are great because they allow a person to focus strictly on animation..  But, would having an original rig tailored to a specific piece give you an edge on your reel?  Or a big enough edge?  In other words, can a rig be on the same level as actor casting for a specific plot?  If they&#8217;re truly &#8220;generic&#8221; they&#8217;ll ultimately work for any given situation, but I would start to look at them more as a swiss army knife.. it&#8217;ll get the job done, but it won&#8217;t be pretty..</p>
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		<title>By: Marco Milone</title>
		<link>http://animationpodcast.com/qa-using-generic-rigs/comment-page-1/#comment-63731</link>
		<dc:creator>Marco Milone</dc:creator>
		<pubDate>Thu, 20 Mar 2008 09:42:03 +0000</pubDate>
		<guid isPermaLink="false">http://animationpodcast.com/archives/2008/03/14/qa-using-generic-rigs/#comment-63731</guid>
		<description>I agree with Cristin McKee</description>
		<content:encoded><![CDATA[<p>I agree with Cristin McKee</p>
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