Skip to content

Tag: stream

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.


Season 01 – Episode 30 – Finished Guiding Tool

Finished, Working Guiding Tool

This episode we come to a fully working, finished Guiding Tool capable of swapping guide/control graph states, as well as clean out DG and DAG items to completely remove the guide yielding a finished component ready to hand out.

Towards the very end we also go into how stretchy IK could be added to our leg component. We’ll probably do add it ourselves in the future, so if you’re after some homework it might not be a bad way to go, as you will eventually be able to compare your implementation with the stream’s.

Stretchy IK ending aside: This is honest work investigating the components, testing and extending the tool, and applying fixes as needed when the tool evidences some previously unaddressed issue in the leg component.

It’s a relaxed stream with an easy pace and I kinda like how it went; particularly the fact it came to a clean conclusion bang on time.

We’re now ready to move on to finishing the foot component to acknowledge the foot offset from FK/IK controls, and we have one minor fix left for the leg guide to properly preserve the offset connection with the hip, and then we’ll be good to export and symmetrize the leg and finally bind.
The fruit of all our efforts is finally in sight!

All code can be found on github labelled by the day, as usual.