Claus, a very talented and technical animator friend of mine and I were talking of the recent events in the company. We were talking about some key things that can really set most rigs apart from the standard. This includes custom icons (locators) instead of just NURBS curves, or broken hierarchies which make it easier to post character silhouettes to camera.
He told me that his favorite rigger was a Masaki Togashi. I looked him up and apparently he was the sole rigger on Ghost in the Shell 2. I guess the guy really knew his stuff, though other riggers found him difficult to work with. A “my way or the highway” approach. In his defense, I can understand what it’s like what you try and go outside the normal boundaries in order to make innovations. Hope to meet the guy one day.
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