doh, i posted too early on the other thread… moving my reply here -
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thats a great question/request. however, i’m having trouble coming up with a good example for you.
i think the problem is that, as a supervisor, i’m on every project coming through, which could be anywhere from 3-6 projects at a time. i literally have a minimum of 4 maya’s open at once so i can jump around from problem to problem, or rig to rig. there’s a constant flow of needs, requests, and wish lists to attend to all the time, for everyone on my team.
so before i get to a list of examples, the #1 most common problem solving that we hit constantly is… “how can i make such-and-such better/faster?”
-how can i make this module/rig better?
-what can i do to make tool x better?
-how can i make the machine do this work for me?
sure, we do a lot of animator support for specific shots or problems that come up in production, but probably the majority of our high level thinking happens before production when we’re building or figuring out how to do something.
here’s a rough list over the past year or so of problems we’ve had to solve…
dog leg rig - our old dog leg sucked. make a new one that is simpler, faster, and better.
our rigs were slow - make them faster.
we needed to rig Po from kung fu panda for commercial/dvd work. he needed to match dreamworks’ quality (deformations, rendering) exactly - do it.
we needed to rig Marty from madagascar 2 for commercials. he’s a quadruped, but when he stands on his back legs and gestures with his arms, his front arms need to have a human-elbow-like bend in them, not a front 3 joint (dog leg) rig. when he’s in quad mode, his legs need to have a 2nd bend in them and transition smoothly to that.
we needed to rig melman from madagascar 2 for commercials - his neck had specific kinks in it, but then those kinks had to go away sometimes in animation. rig the neck to match DW’s rig.
same as melman’s neck, the tails in madagascar had specific kinks (coat hangar like) in them, but then needed the ability to go smooth. make an easy to use tail rig
we needed a detailed foot rig to animate/roto over live action to composite fx work on the live action plate. we ended up ditching the plates and just making the whole shot cg, so the foot had to be a very realistic foot rig.
we had to rig/skin 60 characters in 5 months, and then 40 characters in 5 months at higher (feature) quality - make a system that can enable you to output quality work at that speed.
we needed to rig instruments for the ‘entire world’ to be able to animate with, without having the rigs breakdown by people animating in singapore, south africa, canada, etc… (www.massanimation.com)
there’s plenty more in between all that… i’ll think about this one a bit more, cause that was kinda fun to think about the different stuff we’ve done lately
-josh