Rigging Dojo @riggingdojo
Teaching the art and science of character rigging. Online professional tech-art training in #games and #film in #Maya3d #Max #MotionBuilder #Blender #b3d riggingdojo.com Austin Joined July 2008-
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#rigrip #unreal #Annecy Can’t wait to see you there
Pssst... for anyone coming to @AnnecyFilmFest our very own @rhurrey and Brad Clark (@riggingdojo) are doing an @EpicGames @UnrealEngine Workshop expanding on the @OzoneStoryTech Subdivs talk they are doing at Unreal Fest. Sign up today! forms.gle/uEfD3UgY2QxsQm…
Have you ever wondered where mGear is developed? Here is my home office. As you can see, I am a big @thinkstations fan. Last year I got a sponsorship from @Lenovo — I think I never said it publicly, thanks!!
See you all at Unreal Fest and Annecy Topology talks and workshops from Brian “Hippdrome” Tindall and @rhurrey #rigtip #animtip
Select a Skeletal mesh, Right Click Cook... enjoy the smoothy goodness right in @EpicGames Unreal Game Engine!
Your Blender just got better! Blender 5.1.2 is ready to be downloaded with 12 bugs fixed since 5.1.1. 📖 Changelog: developer.blender.org/docs/release_n… ⬇️ Download corrective release: blender.org/download #b3d
Fantastic example! It might be tempting to spin from the hip controller, but for a physically accurate spin the body would rotate around its center of gravity (COG) - which for someone curled up actually places it outside the body and roughly in the center of the curled 'ball'
Heading to Annecy this June — and I'd love to see you there. I'll be at MIFA during the Annecy International Animation Film Festival (23–26 June 2026) and I'm setting aside time for studios and mGear users who want to geek out. #Annecy2026 #MIFA
Announcing the online premiere of Singularity, the latest open movie by Blender Studio! Join the team for a livestream party on May 11 (Monday) at 5pm CEST. youtube.com/live/T6rIuMKYx… #b3d #blenderstudio
Make yourself a favor and use the real thing as reference: melindaozel.com/facs-cheat-she…. A lot of those AUs you made don’t correspond to the real movement. And before anyone says “well, it’s close enough”, I can also call my jaw open as “jaw closed” but that wouldn’t be accurate, wouldn’t it?
mGear 5.3.3 is available with a more fixes and enhacements: github.com/mgear-dev/mgea… Happy rigging!
We're thrilled to present the new face of #SHAPES - meet Liv! She will demo all the powerful tools which come with the shape key editor for #Blender. Development is almost wrapped with a ton of features. Time for testing/tutorials. Stay tuned! #b3d #character #rigging #animation
Rigging 101 starts today! Welcome. Registration for our Face class and our Next API C++ Maya class is open.
At this stage, the ratio of hours spent vs notable change gets up there. Hands are doing better, still need to do a pass on the head/face/tail. All Wip, but gettin' there. Kaiju by @henningsanden
Yes, come see @OzoneStoryTech Subdivs, Studio 2.0 sneak peeks and these two old riggery dudes :)
@Halo_VFX @OzoneStoryTech @Official_GDC @EpicGames @UnrealEngine @xencelab @rhurrey @henningsanden @KielFiggins Yes! @KielFiggins work on the rig and animation is always awesome. Fun collaboration with him and @FlippedNormals
Last day at #GDC #animtip #rigtip Stop by west hall and find out how having realtime Ozone Subdivision surfaces in Unreal can improve your entire character pipeline. Modeling, Rigging, and more.
Check us out at @Official_GDC as we show off our real-time Subdiv tech for @EpicGames @UnrealEngine and how much we love using our @xencelab 16” tablet display as a second monitor here on the show floor :)
Attending GDC? You can find SideFX at the Summit Connect Lounge all week, plus don't miss our sponsored talk: Freedom Through Structure: Character Pipelines at Embark Join Erik Östsjö and Björn Arvidsson from Embark Studios as they share their character pipeline development journey, leveraging Houdini and USD as the core of their workflows. Discover how they balance automation with artistic freedom using a procedural mentality—from manual to fully automated workflows. Learn how USD combined with Houdini's PDG and Solaris contexts maximizes creative flexibility while minimizing repetitive work, supporting both Arc Raiders and The Finals with their varying production needs. Perfect for artists and technical professionals curious about modernizing their workflows with USD and Houdini. Room 2009, West Hall | Tuesday, March 10 | 2:00 pm - 2:30 pm schedule.gdconf.com/session/freedo… #sidefxhoudini #gdc2026 #houdini #usd #gamedev #characterpipeline #proceduralworkflow #techart #gameproduction
#GDC with the @OzoneStoryTech team. Come say hi to Brad and @rhurrey and learn more about rigging and working with realtime subdiv surfaces in Unreal.
Cooking @OzoneStoryTech Subdivs are incredibly fast... check it out! Design your assets for Subdivs properly, target the proper render resolution, and you will wait mere seconds smooth awesome results :)
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