I was just curious, I know modeling, sculpting, and animation are not really dependent on software, because it's more about the artist. Is rigging the same way? Since it's more of a technical thing and not "art" per say. Or does rigging work pretty much the same in most programs?
I recognize you, sir 😎
Software matters for rigging in that rigging data isn't easily transferrable between programs. Simple bones/joints + vertex weights is reasonably transferrable in 2018, but anything beyond that is less so (blendshapes, drivers, constraints, dynamic elements). So essentially, simple rigs can transfer but complex rigs can't. The alembic file format offers the hope of more easily transferrable rigs (and other data) between 3D apps.
If you're asking in regards to the capability of a 3D app's rigging tools, all mainstream 3D apps have competent rigging tools - including Blender. In fact, Blender's is arguably more robust and organized than some.
Haha, yep I'm the dude asking all the rigging questions ;)
Don't get me wrong, I think Blender is fantastic! I love learning it, and know it is more than capable of doing things just as well, or even better then other software! I meant in regards to like a workflow/functionality type way. I'm not sure if that's the right terminology.
Say I became a rigging wizard with Blender. Then I started looking for a job, and the studio I wanted to work for used Max or Maya. Aside from having to learn the different names of things and hotkeys that come with using a different program, would it still basically work the same? Since rigging is such a technical thing, would it be worth taking the time to become a little familiar with how those different programs handle rigging?
I'm not anywhere near wizard status yet! I was just curious, that way I'm ready for when I do reach that level!
Ok I see where you're coming from. So I initially learned to rig with 3Ds Max before college, then went to college and learned how to rig with Maya, then had to rig again in 3Ds Max at my first job, before finally transitioning to Blender. All of those 3 have rigging systems that are fundamentally the same:
- Bones/joints
- Vertex weights/skinning
- Constraints
- Blendshapes/morph targets/shapekeys
- Set driven keys/drivers