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Cult of Rig Posts

Season 01 – Episode 34 – Everything Else About Mirroring

Mirroring Components, Everything Else

Different format than usual for this episode!

There was a good chunk of work that would be repetitive and boring to do on-stream as nodelling, so unlike in any previous episode I decided to do it off-stream and then bring the rig up to comment on why and how it was done and the underpinning fundamentals.

This is meant to compress the time to finish the rig a bit and offer a more concise episode.

I like how it came out and it seems to have been well received, so it might happen again, albeit probably not this season since the work remaining should generally speaking be new and/or interesting to see through its execution.

So, to make a long story short: This video goes over everything about mirroring components that is required to get a fully reflected component for the leg and shows the rig in action.

I recommend downloading the corresponding ep34 scene from the download section to follow along by exploring the scene as I go over it.
It can be found here as usual.


Special Broadcast with Co-Hosts Miquel Campos and Raf Anzovin

Special Broadcast: Rigs as Software

This is a little bit too much text for a tweet, but not enough for a video announcement, so here it goes!

First and foremost localize and check the calendar for the time in your region
It will be the on 9th of May at 7:00 AM, AEST; which means it’s the 8th of May afternoon to night in most of the rest of the world.

On that very special day, on the usual channel, there will be a special non-Cult broadcast about a subject dear to my heart and that of my co-hosts for the day.

The theme is Rigs as Software, and Rigging as Software Development.

Joining me will be Miquel Campos and Raf Anzovin.

Miquel is the author and maintainer of MGear, a powerful rigging system and API for Maya, and a TD of considerable experience.
You can read and find out more about Miquel here:
Also make sure to follow him on Twitter

Raf has been around for a long time and is known for having run Anzovin Studios, Authored the A.R.T rigging toolset and more recently for his Ephemeral Rig and interpoation-less (more than) experiments.
You can read and find out more about Raf here:
And make sure you follow him on Twitter too

We will be talking about the core subject and Miquel and Raf will demo some of their work in context.

This isn’t a Cult Stream, no prior knowledge is required.
While it will be recorded and posted for those who can’t attend I will say that you really, really should consider attending live for the chance to interact with Raf and Miquel and ask questions throughout the stream.

I’d love to see more of this happening in the future, so please help us make it a success and spread the word.


Video is now available on YouTube

Season 01 – Episode 33 – Mirroring Leg Component

Mirroring Components

This episode we build on the theory and waffling of the previous two and (successfully) get onto Mirroring the Leg Component.

There’s a bit of everything coming up as needed: For the most part it pulls together elements from all over, especially the previous episode, until the leg has a functional handedness switch doing all the expected work.

Over the next few episodes we’ll extend this past the boundaries of the leg, the global and foot, and that should be the end of the rigging part of the season,


Season 01 – Episode 32 – Maths: Mirroring Transforms, Components: Modularising

Maths: Mirroring Transforms
Components: Modularisation

A little bit of an odd episode as it treats two completely different and unrelated subjects.

In the first half we go over modularising components, gotchas, procedure, some tricks on how to manage it with pure vanilla Maya and so on. Not bad going.

As the next step after that will be mirroring components I thought it would be beneficial to actually explain what reflection (handedness inversion) means in mathematical terms, and show what it looks like with Maya transforms.

The QnA indulges on a scaling related question too in the context of deformation.

It had been a while since we did a math video or a Maya workflow one, so it was kind of cool to get to treat both in one session.


Season 01 – Episode 31 – Finished Components

All Components, Finished!

Finished! Yes, with today we finally have our first pass on all components ready to go.

Time to move on to modularisation, import/export and finally component symmetry.

Not a lot to add to that, this is a straight forward, busy and fruitful nodelling stream. We fixed and extended leg and foot components to properly account for offsets and to fully respond to the guiding/deguiding process.

The script used during the stream is still the one we worked on in the previous episode, and it can be found here.