this is so amazing and easy... im a former flash programmer and coming back to it after almost 20 years... and with tools like this.. a animation episode can be done in a week! thank you and yes we would like to see the detailed process.. even if its without voice... just screen recording will also be a treasure!
I've been on this adventure myself for a long time; doing it off and on as I jump around within my game development project. Building this in Unity, not Animate CC, however. It's been extremely challenging. Thanks for talking about your adventure. It's a nice point of comparison. To make it simpler, I decided to only do three views: front, back, 3/4 front side. I chose this mostly to more easily support swapping clothing, equipment, etc. I'll be looking for more content on this topic for sure!
Thank you, Anthony. I appreciate your thoughtful comment. I would love to get into interactive development. Are you using 2D sprites, then? How are you rigging them?
@@RigTheory Yes, 2D sprites. Doing everything in Unity. Which has pros and cons. I should get better performance in my game by doing it in Unity. And it makes it very customizable, as long as I put in the effort to bend it to my will via code. I am finding Unity's new Muse Chat tool to be very helpful in this regard.
Love your videos, Law! Fantastic introduction / overview of multi view rigging! It does take time to prepare the artwork for a full turnaround, but it's a price we pay upfront for the time saved later, while animating.
I would love to know your opinion. Do you think that Adobe Animate with this add-on is equal to Moho in terms of capabilities? Moho contains Smart Bones and Actions. Has Animate become as powerful as it is, or are there still shortcomings in Adobe Animate? I wish you could provide us with a comparison between them in terms of the strengths and weaknesses of both
This question would be a good topic for a video. Short answer is no, not by a long shot. I've used both programs and smart bones and working in 2.5D takes things to another level. However, just as After Effects is more powerful than many programs, we might not need all that tooling for our projects. Sometimes a simpler tool can get in there and the the job. Sometimes (my case) I'm willing to sacrifice having a more complex rig for a more comfortable, sometimes faster workflow.
really cool stuff!! i've been researching styles of animation to explore lately, and these complex multiangle rigs (like this and the rigs used in the Tangled Series) are something i've been wanting to try for a while. you went over a lot of good points and gave me an idea of what are reasonable technical specifications for a rig like this
Can you please do a simple straight to the point step by step guide showing the workflow of designing a character from the very beginning like hands, feet, eyes limbs etc all the way to having a fully rigged all occasion doll?
Yes. My next video will be a 'speedrun' of a rigging session. The design process can take hours and the rigging process another couple of hours as well. I think the best thing to do is to go LIVE for a couple of hours and buildout something together.
Multi view rig with EDAP tool set would be the ultimate learning experience for alot of us, even if the video stretches for hours. Please consider it, thankyou 😊
Hi Jason. That's a really good question. Some of that depends on how well you know the software. With a good tutorial and vector are already setup, a rig could take 2x to 3x the length of the tutorial. Art setup for me is usually around 4 hours
I was getting into rigging because I was desperate to start animating but, it'll never look good enough for serious work. Especially by today's standards. So I'm learning anatomy and techniques to do it all by hand, because you'll never get the full range of what's possible through puppeting. Sure it takes longer and it's more difficult, but if you keep working on your drawing skills you'll get faster and better. Puppets just look lifeless. You can try to make it work but it's not going to work for anything beyond "simple story writing"
Nicely said. I agree that puppet animation can look lifeless. The most important moments will probably need to be animated frame by frame. But you want to be smart with your time and resources too and use the right tool for the shot. When you do your analysis of your project you'll probably find that a third or more of your shots can be done with a puppet rig. I'm sorry if I wasn't super clear about that idea.
Bro, you might as well make a 3D model that looks like 2D instead of going deep into this messy system, but if you're determined i know a 3d model reference will help you pose all the limited angles you intend to make, i hope that helps
I've been doing this for years, creating these rigs in Animate, but for use in a 3rd party tool. Its nice to see these being done for use in Animate itself. Now we just need a interface or some kind of pipeline to use mocap data in conjunction with these rigs. th-cam.com/video/W67KkMthqAk/w-d-xo.html
Don't bother with this if you want to end up paying for a subscription that's going to cost you close to $800 a year! $60 a month for this I freaking kidding me man?! That's got to be better solutions and or alternatives out there somewhere for that price you could probably pay a programmer to create the plug-in for like I don't know blender or open toonz or some other application that might be close to this that you can just pay somebody for that price to create that plug in for you or whatever feature is that you're looking To add to it and You can either sell it or share it or give it away or whatever you want with it and make something back! I mean these guys want $60 off your hands every month just like that not $20 not $30 but $60 flat out every month! And this is for animation which takes a very long time to do all on its own you could be 3 years paying for this! And the price can still go up from that next thing you know you're paying $100 a month!
You are mistaken and misinformed. You have no idea what you are talking about and should have done some research before wasting so much time. The EDAPT plugin is not a subscription- just a one time cost. Adobe's subscription is well worth the money because so much is included that I never use all of it- and I do a ton with it. But I'm a professional, not a hobbyist so my subscriptions don't cost, they pay.
I just wanted to dive deeper into what I was saying earlier. My point wasn't just about the specific plug-in; it's a broader critique of Adobe software as a whole. Even if we're discussing a plug-in, the issue remains the same: the hefty yearly subscription fee. See, there's this pervasive belief that you have to use Adobe products because they're the industry standard. It's like this unspoken rule that you have to abide by. But I'm here to challenge that notion. There are plenty of free and open-source alternatives out there that can do just as good a job, if not better, in some cases. I mean, think about it. Do you really need every single feature packed into these expensive programs? I don't think so. You just need something that gets the job done efficiently. Take OpenToonz, for example. It's a fantastic tool that offers a bone system for character rigging, which is essential for animation. And guess what? It won't cost you an arm and a leg. So, what's stopping you from exploring these alternatives? Is it the fear of complexity? The idea that it might be too difficult to learn? Let me remind you that even legendary studios like Ghibli have used similar tools to create their masterpieces. Here's the thing about me: I refuse to be confined by the limitations of a single program. I like to think outside the box, explore different avenues, and experiment with various tools. Because, at the end of the day, being an artist isn't about the software you use. It's about your creativity, your passion, your unique perspective. Now, I'm not claiming to be a professional. Far from it. But what I do know is that I'm content where I am. I enjoy taking my time, savoring the creative process, and producing work that I'm proud of. And to me, that's what truly defines an artist. It's not about conforming to industry standards; it's about carving your own path and embracing your individuality.
@@RigTheory Now, here's something to think about: instead of pouring your money into these pricey Adobe subscriptions, imagine redirecting that investment towards supporting the free and open-source community. By contributing to programs like OpenToonz or donating to open-source initiatives, you're not only getting your money's worth, but you're also nurturing a much happier and friendlier community. Every dollar you invest in these programs goes straight back into improving them, enhancing features, and making them more accessible to everyone. It's a win-win situation. You get the tools you need without breaking the bank, and the entire community benefits from your support. So, next time you're weighing your options, consider the impact you could have by embracing open-source alternatives. Not only will you be saving money, but you'll also be contributing to the growth and sustainability of a community-driven ecosystem. It's a small change that can lead to significant positive outcomes in the long run.
this is so amazing and easy... im a former flash programmer and coming back to it after almost 20 years... and with tools like this.. a animation episode can be done in a week! thank you and yes we would like to see the detailed process.. even if its without voice... just screen recording will also be a treasure!
This is exactly what I've been searching for. More videos on this topic would be greatly appreciated. Thanks
Thank you, Lui! The best is yet to come!!
I've been on this adventure myself for a long time; doing it off and on as I jump around within my game development project. Building this in Unity, not Animate CC, however.
It's been extremely challenging. Thanks for talking about your adventure. It's a nice point of comparison. To make it simpler, I decided to only do three views: front, back, 3/4 front side. I chose this mostly to more easily support swapping clothing, equipment, etc.
I'll be looking for more content on this topic for sure!
Thank you, Anthony. I appreciate your thoughtful comment. I would love to get into interactive development. Are you using 2D sprites, then? How are you rigging them?
@@RigTheory Yes, 2D sprites. Doing everything in Unity. Which has pros and cons. I should get better performance in my game by doing it in Unity. And it makes it very customizable, as long as I put in the effort to bend it to my will via code.
I am finding Unity's new Muse Chat tool to be very helpful in this regard.
I like this please do a full tutorial
Love your videos, Law!
Fantastic introduction / overview of multi view rigging!
It does take time to prepare the artwork for a full turnaround, but it's a price we pay upfront for the time saved later, while animating.
For sure! The better the art prep, the easier and faster everything else goes 😆. Thanks for checking it out, Nick!
I would love to know your opinion. Do you think that Adobe Animate with this add-on is equal to Moho in terms of capabilities?
Moho contains Smart Bones and Actions. Has Animate become as powerful as it is, or are there still shortcomings in Adobe Animate?
I wish you could provide us with a comparison between them in terms of the strengths and weaknesses of both
This question would be a good topic for a video. Short answer is no, not by a long shot. I've used both programs and smart bones and working in 2.5D takes things to another level. However, just as After Effects is more powerful than many programs, we might not need all that tooling for our projects. Sometimes a simpler tool can get in there and the the job. Sometimes (my case) I'm willing to sacrifice having a more complex rig for a more comfortable, sometimes faster workflow.
really cool stuff!! i've been researching styles of animation to explore lately, and these complex multiangle rigs (like this and the rigs used in the Tangled Series) are something i've been wanting to try for a while. you went over a lot of good points and gave me an idea of what are reasonable technical specifications for a rig like this
I'm glad that was helpful. I think the team over at Electric Dog have a sample multi view rig for download
Your channel and demos rock! Awesome videos!
Thanks so much!
Can you please do a simple straight to the point step by step guide showing the workflow of designing a character from the very beginning like hands, feet, eyes limbs etc all the way to having a fully rigged all occasion doll?
Yes. My next video will be a 'speedrun' of a rigging session. The design process can take hours and the rigging process another couple of hours as well. I think the best thing to do is to go LIVE for a couple of hours and buildout something together.
@@RigTheory yes that'd be great thank you!
Great job, thanks for sharing your experience. It’s really very valuable!
My pleasure!
wow! I would also like the whole tutorial! Please tell me how you made the characters blink in mutli rig?
Thank you for checking her out. Maybe I can LIVE stream and go through the file sometime
Multi view rig with EDAP tool set would be the ultimate learning experience for alot of us, even if the video stretches for hours. Please consider it, thankyou 😊
Right on. I will keep you posted!
Great Video
Thank you, Alonso!
Awesome 👍
Thanks for checking it out, Manoj!
Amazing!
Thank you for checking it out!
Have you posted the entire process video already?
I just found it, sorry for the spam! :)
Hi Yazoo. I posted this one which isn't used up. There is limited commentary, tho. th-cam.com/video/n_9i66zPDbE/w-d-xo.html
How long does it take to rig a character? If you where following a tutorial how long would it take to have a puppet starting from scratch?
Hi Jason. That's a really good question. Some of that depends on how well you know the software. With a good tutorial and vector are already setup, a rig could take 2x to 3x the length of the tutorial. Art setup for me is usually around 4 hours
@@RigTheory where do I go to learn more about your services and if you do any freelancing?
I was getting into rigging because I was desperate to start animating but, it'll never look good enough for serious work. Especially by today's standards.
So I'm learning anatomy and techniques to do it all by hand, because you'll never get the full range of what's possible through puppeting.
Sure it takes longer and it's more difficult, but if you keep working on your drawing skills you'll get faster and better.
Puppets just look lifeless. You can try to make it work but it's not going to work for anything beyond "simple story writing"
Nicely said. I agree that puppet animation can look lifeless. The most important moments will probably need to be animated frame by frame. But you want to be smart with your time and resources too and use the right tool for the shot. When you do your analysis of your project you'll probably find that a third or more of your shots can be done with a puppet rig. I'm sorry if I wasn't super clear about that idea.
Please give full tutorial...
Thank you Fahim. I will prepare something soon!
so MOHO gives much better puppet animation results than animate CC right ?
Yes. You could say that 👌🏼
👏👏👏
Cool
Bro, you might as well make a 3D model that looks like 2D instead of going deep into this messy system, but if you're determined i know a 3d model reference will help you pose all the limited angles you intend to make, i hope that helps
You make a good point. What 3D software do you like?
@@RigTheory free ones, blender is nice 😊 many artist are using it for creating awesome 2d anime rigs, check it out
I've been doing this for years, creating these rigs in Animate, but for use in a 3rd party tool. Its nice to see these being done for use in Animate itself. Now we just need a interface or some kind of pipeline to use mocap data in conjunction with these rigs.
th-cam.com/video/W67KkMthqAk/w-d-xo.html
is a little fraction , no 3d
Don't bother with this if you want to end up paying for a subscription that's going to cost you close to $800 a year! $60 a month for this I freaking kidding me man?! That's got to be better solutions and or alternatives out there somewhere for that price you could probably pay a programmer to create the plug-in for like I don't know blender or open toonz or some other application that might be close to this that you can just pay somebody for that price to create that plug in for you or whatever feature is that you're looking To add to it and You can either sell it or share it or give it away or whatever you want with it and make something back! I mean these guys want $60 off your hands every month just like that not $20 not $30 but $60 flat out every month! And this is for animation which takes a very long time to do all on its own you could be 3 years paying for this! And the price can still go up from that next thing you know you're paying $100 a month!
You are mistaken and misinformed. You have no idea what you are talking about and should have done some research before wasting so much time. The EDAPT plugin is not a subscription- just a one time cost. Adobe's subscription is well worth the money because so much is included that I never use all of it- and I do a ton with it. But I'm a professional, not a hobbyist so my subscriptions don't cost, they pay.
I just wanted to dive deeper into what I was saying earlier. My point wasn't just about the specific plug-in; it's a broader critique of Adobe software as a whole. Even if we're discussing a plug-in, the issue remains the same: the hefty yearly subscription fee.
See, there's this pervasive belief that you have to use Adobe products because they're the industry standard. It's like this unspoken rule that you have to abide by. But I'm here to challenge that notion. There are plenty of free and open-source alternatives out there that can do just as good a job, if not better, in some cases.
I mean, think about it. Do you really need every single feature packed into these expensive programs? I don't think so. You just need something that gets the job done efficiently. Take OpenToonz, for example. It's a fantastic tool that offers a bone system for character rigging, which is essential for animation. And guess what? It won't cost you an arm and a leg.
So, what's stopping you from exploring these alternatives? Is it the fear of complexity? The idea that it might be too difficult to learn? Let me remind you that even legendary studios like Ghibli have used similar tools to create their masterpieces.
Here's the thing about me: I refuse to be confined by the limitations of a single program. I like to think outside the box, explore different avenues, and experiment with various tools. Because, at the end of the day, being an artist isn't about the software you use. It's about your creativity, your passion, your unique perspective.
Now, I'm not claiming to be a professional. Far from it. But what I do know is that I'm content where I am. I enjoy taking my time, savoring the creative process, and producing work that I'm proud of. And to me, that's what truly defines an artist. It's not about conforming to industry standards; it's about carving your own path and embracing your individuality.
@@RigTheory Now, here's something to think about: instead of pouring your money into these pricey Adobe subscriptions, imagine redirecting that investment towards supporting the free and open-source community. By contributing to programs like OpenToonz or donating to open-source initiatives, you're not only getting your money's worth, but you're also nurturing a much happier and friendlier community.
Every dollar you invest in these programs goes straight back into improving them, enhancing features, and making them more accessible to everyone. It's a win-win situation. You get the tools you need without breaking the bank, and the entire community benefits from your support.
So, next time you're weighing your options, consider the impact you could have by embracing open-source alternatives. Not only will you be saving money, but you'll also be contributing to the growth and sustainability of a community-driven ecosystem. It's a small change that can lead to significant positive outcomes in the long run.
Man, shut up. You just want everything to be free. Boohoo