There's no dedicated place to ask things about Control Rig. The official documentation is (as always) almost useless, so it's still a lot of guess work. Additionally, there aren't a lot of riggers who use Control Rig in the animation channel (so most of the questions tend to get ignored). Please open a new channel for Control Rig users so we can communicate and share and our knowledge.
#request: #control-rig channel
1 messages · Page 1 of 1 (latest)
request: #control-rig channel
Agree, just went looking assuming there would be one for CR.
We've discussed this previously, and have considered it, but at the time there wasn't enough demand for it and was too new. Now it's much more fleshed out, documentation and learning is a lot more robust and people using it is greater. If you have people you know that want this channel, point them to this thread so we can hear their voice and react accordingly.
I'd use the channel, but not particularly fussed, I just don't think control rig is too widely used, but I think its worth doing because control rig questions do indeed get drowned out in #animation which is popular amongst very new users asking beginner level questions so anything of a more advanced nature gets lost
E: Been thinking about it the past few days while frequenting #animation , I'm less tentative about it now, I think it would be a good idea. Its not just that beginner level animation questions drown out more complex control rig questions, its that helping people with control rig can require a lot more back-and-forth so having a dedicated channel would help with drowning other things out as well
@daring pagoda Consider me a voice in favor of this. #animation is indeed a channel where more things get asked than answered (I think just because of the nature of animation to be honest) but control rig focused stuff would be great. #modular-gameplay-plugin exists. Case settled 😛
upvoting this, control rig is much more now than just animation
Yeah, upping as well.
It definitely needs its own channel, its really rare that animators and riggers are the same people, they are usually not even from the same planet imho...:)
(I´m both, but I don´t count)
I'm changing my answer in favour of this. Epic keep expanding control rig. It's a major system that will be around for a long time and unique enough to warrant specific discussion.
bump?
Bump
It is a bit odd how long this one has taken haha 😄
Is Control Rig sufficiently discussed in the #animation channel to warrant its own channel yet?
Thats a major bit of criteria we use to understand if it needs to be separate
It has been for a long time
And the #animation channel is flooded with beginner topics -- and I mean this to an absolute extreme, its very rare to find non-very-beginner questions in there, and the questions are extremely varied
When someone asks a control rig question the people who can probably answer it have long since departed the channel
The issue goes a lot deeper than whether its discussed enough or not, #animation is a busy popular channel where control rig questions get ignored
If you think about how broad the topic of animation is, we're seeing all sorts of things, from DCC related questions, export/import/pipeline related questions, blender-specific questions, there is very little space to ask questions about potentially complex dedicated systems like control rig
I know there is a sequencer channel but there is tons of overlap because people animate in sequencer, so lots of that in there too
To answer your core question directly: Yeah
You're in trouble if you want somewhere to discuss procedural animation in general, its a potentially highly advanced topic, which is the exact opposite of the residents of #animation
Control rig channel can provide that space (I'd still call it control-rig but clarify in the channel description "control rig and procedural animation / animation programming")
People post in #animation a lot with questions about locomotion systems, but since it falls under animation programming, no one is there to answer in most cases
Despite being my field/specialization that I do for work I can't really hang out there, because its just flooded with newbie blender/pipeline/anim questions
#animation is so busy that a lot of questions just get flooded out, esp. if they're of a more complex nature
I realize I probably rephrased/repeated myself a few times, just trying to paint the picture I feel is accurate
Does "procedural animation" typically require Control Rig?
It doesn't, but control rig is used to achieve procedural animation
You can also do it through an anim graph, or by making your own anim graph nodes
I have no field knowledge of these relationships, which is why I ask.
Procedural animation is just anything that manipulates bones, at the end of the day
Foot IK is the most common form of procedural animation
Ok so the only reason you suggest procedural animation be separate from #animation is the skill level?
- The high skill level of the subject vs the generally low skill level of the residents of #animation
- The high rate at which #animation moves which floods out more complex questions; they don't get seen
- The specific nature of control rig, procedural animation, animation programming is significantly/sufficiently different from generalized animation IMO
❤️
I'll @ people here who posted in support of it too ( in #control-rig )
Thanks for adding this