This first module lays the technical foundations of a studio rigger: rigorous architecture, clean naming, and command of the matrix math that replaces Maya’s basic constraints. This is where you move from improvised rigging to structured rigging, designed for production.
For eight weeks, you are individually mentored by professional feature-film riggers. You build complete cartoon systems, from multi-layer ribbons to the final assembly of a complex setup.
Module goal
Design a structured, optimized cartoon rig built on a rigorous hierarchical architecture, matrix constraints and multi-layer ribbon systems, up to the final integration of a complex setup.
What you will cover
You set up a hierarchical structure and naming convention to studio standards, then validate your level through a cartoon Quick Rig. You learn to drive your rig modules with matrix math rather than Maya’s native constraints, build multi-surface ribbon systems, and integrate them into a complete cartoon arm setup (IK/FK switch, stretch and squash). Finally, you tackle complex surface calculations (rolling on a non-spherical mesh), contact simulation with a fake collider, and the final assembly in multilayering.
What you will get
An experience close to a real feature-film production.
Live sessions with a working mentor, in small groups.
Shots tailored to what recruiters expect.
A certificate of completion for professional training.
Guided by a feature-film professional
Jean-Marc Imele
Rigging Supervisor · Illumination Studio Paris
Rigging is the invisible framework that brings every character to life. Without it, no animation is possible. Jean-Marc has made it his specialty at the highest level of the industry.…
Filmography:
Despicable Me 2 · Minions · Despicable Me 3 · The Super Mario Bros. Movie
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