Epilogue

So here we are! We’ve completed together the first stage of a long and exciting journey into the challenging, puzzling, sometimes frustrating but invariably fun world of rigging. In this book, we’ve covered some of the basic (and not so basic) concepts of rigging a game character, while discussing how these rigs can also be applied to the cinematic world. The learning curve never ends, but that’s what makes this aspect of the production so much fun. There is no limit to what can be achieved with rigging. There will always be a better and more efficient way to build the proverbial (and oft misquoted) mousetrap, and figuring out how to do it is what makes this particular aspect of the 3D pipeline so exciting.

Learning the scripting ...

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