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Rigging + Facial Animation + Puppetee - Maya

It was never supposed to be that tiring before animation. But for years, Character setup has been a repetitive process that makes people feel tired and impatient. It was too stupid to do the whole process of character setup just by breathing, swaying, and walking, so the idea of "character animation generator" came up after "character generator". Because of the incompatible mode of Maya overhaul, I was alerted to the high investment risk of experience technology being kidnapped by software, and then there was no more.

I have always wanted to use Blender to rewrite the "character animation generator" that I studied in Maya in 2009. However, the implementation of this idea has been blocked by the limitations of reality; this kind of software and platform-based research work is not necessary in Taiwan, where the proportion of OEM is relatively high.

Blender's Rigify does save a lot of long-standing impatient part of the process, but it still lacks the minimum animation generator; the most basic life actions of each character are blinking, breathing, swinging, walking, running, jumping, and these actions are similar to adjusting the parameters to be different, so there is really no need to waste time in repeatedly making animation for each character.

This is what I felt when I was working on character animation recently. If I had written this set of "character animation generator" earlier, and simplified the process of character setup to only using parameters for animation, I think it would have allowed people in related industries to create characters quickly and see the character animation easily and happily at the same time.

-- Last week's meeting (2022/06/30), discussing who will use Maya, I dare not raise my hand yet ........