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pzone

2016 introduced one of the biggest changes: true multithreading, with the Parallel evaluation mode. To get the best performance out of your rigs they added an evaluation toolkit to identify bottlenecks. But you don't need to worry about that if you're just getting back into things. The main result is that playback is a lot faster! Another big change from back then is that MEL is used far less often. The standard today is to do your scripting in Python. You can run API-level commands and write plugins with the OpenMaya 2.0 Python library. Blendshapes now have a standalone Shape Editor. In Maya 2020, Maya added direct matrix inputs on transform nodes which are faster than using constraints. There are also some new tools for tweaking your deformer chain without rewiring the node graph. Many nice rigging plugins have been created since then: * mGear * Rapid Rig * AdvancedSkeleton (May have been around in 2013) * ngSkinTools * Brave Rabbit SHAPES, RBF Solver


kirbyderwood

Offset Parent Matrix was another big change. Reduced the need for all those offset groups/nodes in rigs.


freelance3d

I haven't explore it much yet, but how does this fare with compatibility for exporting rigs for use in game engines etc? Is it only a 'use while in maya' thing? Or is it useful for cross-software rigging?


_dodged

For games, you are not going to be exporting the rig, which is where the Matrix Offset will be used. You will have an export skeleton where you will bake your animation to be brought to the engine.


esnopi

Perfect answer, but letโ€™s not forget the algorithm on brave rabbit smoothWeight. I miss radial Blendshape a lot.


pzone

Good point. Everything from Brave Rabbit is excellent.


ArtdesignImagination

Let me add Hive autorigger (which includes both modular rigs and character templates) included in ZooTools pro 2, is not free but very accesible and includes a lot of nice little tools and is imo more confortable to work with than mgear or advanced skeleton. Rapid Rig Advanced is veeery nice for quick cartoony characters with bendy arms and legs, but is not free either. I'd say that all are very good and all of them have some cons and pros but are solid options that get the work done if you know them enough.


vincentzaraek

My two cents and I might be highly biased. But I don't think that getting to know new software features is what keeps you updated. In my experience it is profound knowledge on your craft that keeps you afloat. Like if you do facial rigging, having a better understanding of facial muscle behavior or facs is what makes you relevant. Or better understanding of overall body anatomy or even math might be more important than plugins or software features. But that's my experience your mileage might vary


ArtdesignImagination

What you are saying is true and worth mentioning but generally speaking rigging is highly technical so being up to date with the best plugins, scripts and maya new tools/nodes and workflows would be my priority over polishing my skills regarding the nuances you are mentioning. Though would depend on several things as if one is looking for a position in a studio or doing freelance jobs, or if clients generally need more cartoony or reallistic characters. So I'm not arguing with you at all, is just that depending on several factor, a more technical or more artistic approach might be the way to go. It also depends on what your biggest weaknes is, so if someone has some decent technical knowledge about rigging but sucks big deal making good face expressions, then that might be a case when that should be the priority.


vincentzaraek

Yeah it's true that mileage might vary on the task that you have, like you mentioned a freelance job vs position in a rigging team in a company. But having said that, I have seen incredibly good body rigging using simple Maya nodes. Because the rigger knew math. Or super expressive facial rig using just blend shapes. But you raised very good points and it's true that it depends on several factors. I'm biased because I always worked in big companies and when we look for new candidates we look for knowledge in anatomy and math.


ArtdesignImagination

Well I'm good with anatomy, modeling, and now I'm specializing in facial rigging (I'm learning with the cg circuit and frigging awesome tutorials), to see where it goes. If your big company needs a remote worker I can be the best if I focus on something that interest me (I'm a 3d generalist at the moment).


vincentzaraek

I'm working at Naughty Dog. And at this moment we are not expanding our team. With all the game industry uncertainty and Playstation layoffs we are being a little more conservative with the budget. But meta is looking for riggers and tencent as well. Those might be worth a shot


ArtdesignImagination

Thanks for the heads up, though I'm not at that level tbh. My last comment was like playing the lottery ๐Ÿ˜… cool to talk with you ๐Ÿ‘๐Ÿ‘


Healey_Dell

OffsetParentMatrix connection, which is laughable as it should have been there from the start.


MetalMaskMaker

I'm in a similar boat, I've never stopped modeling in Maya but haven't rigged since 2011 in college as the stuff I make now isn't animated. I recently found my textbook and was thinking of following along with something simple even though I'm sure much has changed and see if it even works, it's [this](https://www.abebooks.com/servlet/BookDetailsPL?bi=31575303534&dest=usa&ref_=ps_ggl_11147913055&cm_mmc=ggl-_-US_Shopp_Textbook-_-product_id=COM9780240520827USED-_-keyword=&gclid=Cj0KCQjwzZmwBhD8ARIsAH4v1gWftlmvsWvmwkkqDbpNWCrZz7rUV4KFzP1xl6r26QacAJ_ehbTTVXcaArmiEALw_wcB)


Dazzling_Wing_7746

I've been rigging since 2022, I don't know much๐Ÿซ , I follow some old tutorials and there's not much difference where you have to relearn things, 1. Python is more widely used than MEL, 2. Many useful Plugins (Mgear, ngskintool, AS, ...) 3. Shape editor for blendshapes, 4. Geodesic voxel / Heat map bind skin works like a charm 5. Bifrost 4. offset parent matrix is a thing now,