Week 1 — The Pipeline, the Concept, and the Rig Spec

Unit 1 Overview · Course Home · Next: Week 2


This week

You will find out where rigging sits in a production, learn the two conventions this course runs
on, and start designing the character you will spend the semester rigging.

You will also build a working rig — one with no joints in it.


The pipeline

This course follows the Pixar model. It starts in 2D, moves into 3D, and comes back to 2D.

Stage
2D — development Story → Concept → Design you are here in Project 1
3D — production Model → Texture → Rig → Layout → Animation → Lighting this course
2D — post Rendering → Editorial → Effects → Sound → Final composite

Voice-over is recorded before animation, so animators have audio to sync to. It is the stage
that jumps its apparent place in the sequence, and it makes a larger point: a pipeline is a
dependency graph, not a straight line.

Where the rigger sits: downstream of a model you did not build, upstream of an animator you
may never meet. You cannot fix the model and you cannot supervise the animation. Everything you
control is in between.

Notice that Layout comes after rigging. The layout artist places each asset in a shot by
moving one node — the MSR node you will build in Week 3. That is the entire interface a shot
scene needs from your rig.


CPEV and MSR

See the Unit 1 Overview for the full explanation. In short:

You will be checked for this on every submission from Week 3 onward.


Rig for the shot

No rig covers every situation. Characters get re-rigged for a different shot, a different engine,
or a different animator. A rig is the last step before animation, not a permanent artifact.

This is why Project 1 asks you to write a rig spec. It is the list of what your character has
to be able to do, and it becomes the rubric you are graded against in Week 16.

What exports, and what doesn't

Only joints, skin weights, and blendShapes cross into Unity or Unreal. Controls, constraints,
IK handles, driven keys, expressions, and most deformers do not.

This is worth absorbing now, because it reframes everything you build after this week. Your
control rig is not the product. It is a tool for producing good joint motion, and then it stays
behind in Maya.


Reading a concept drawing as a rigging document

A concept drawing tells you what the character is. Your job is to work out what that means the
rig has to do.

The wings have to fold — that's a driven-key joint fan. She's holding a bow two-handed — that's
a prop with its own file and a space switch. The tail is long enough to whip — that's spline IK,
maybe dynamics.

Write that list down. That is the rig spec, and the Rig Spec Checklist is
the form.


The design drawing

Your design drawing is a technical document, not an illustration.

If heights and widths do not match across views, your model will not match either. Getting this
right now saves real time in Week 3.

You may bring a character forward from Storyboard & Concept Development. Reusing that work is
encouraged.


Maya foundations

Rather than lecture these, we cover them by building something. Exercise 1 walks
through:


Naming convention

Read the Naming Convention page. It is enforced starting today and graded on
every submission.

The short version: side prefix L_ or R_ in uppercase, none for center. The suffix declares
the object's role
— _bnd for joints that carry skin weights, _tip for terminal joints,
_plc or _grp for placement, _ctrl for controls.

This is not housekeeping. In Week 5 you bind your mesh to a specific list of joints, and that list
is filtered by suffix. A joint named wrong is a joint bound wrong.


This week

Do Exercise 1 — The Bouncing Ball Rig · 10 points
Start Project 1 — Concept, Design & Rig Spec · due Week 2

References


Next: Week 2 — Topology for Deformation