Today we have Rigger Josh Carey! Can you tell us a little bit about your career and how you got started?
If  I go way back, I could probably say that my interest in CG started  around the time that Jurassic Park came out. I taught myself AutoCAD  and TruSpace, and even had a few AutoCAD classes in high school. I  started out going to college for a Computer Science degree, with the  intent of somehow branching into graphics from programming. Someone  showed me Lightwave in college, and I was hooked. I eventually  transferred over to the Art Institute of Ft Lauderdale, and focused on  graduating with a good modeling reel, though I didn’t necessarily stop  at just making good models. I wanted to animate them too, which of  course required rigs. I kind of got absorbed into the rigging process,  and I think because I had a good background with programming courses,  “tech” stuff came easy to me. I love to solve problems, and pretty soon  I was helping a lot of people out with rigs and tech stuff. That  continued after school as well, where contacts and friends I had were  tossing me freelance jobs to help them out.  
After  doing a bit of freelance work, I ended up at The Animation Farm in  Austin, TX. It was a small start-up company looking to do game  cinematics for its first large gig. I made some great friends there,  and we really turned that start-up into something great with such a small  team. I was able to do a ton of different things there, while mainly  the tech artist/rigger, I also animated, modeled, setup some pipeline  stuff, and even did a bunch of After Effects work.  After the farm, I went  to Kingsisle where I was the tech artist on an unreleased MMO, and  shortly after, I made my way up here to ReelFX. 
What are some of the things that recruiters from big studio look for in student reels? (Riggers and Character TDS)
This  answer will probably vary based on the studio or the position, but I’ll  tell you what I look for. An ideal candidate out of school for me  would show that they can model, animate, and rig. Sure, that’s asking a  lot out of a student, but I’m not saying they have to be awesome at all  of those. A rigger needs to understand models, good design and edge  flow, and they also need to know how an animator works and what an  animator needs. If you’re a student and you haven’t taken a character  from modeling to rigging to animation, you need to do so. It will only  help your knowledge of a CG production, at least at the  asset-to-animation level. As riggers, we are clients to the animators. We’re here for them. A rigging student should understand that they’re  going into a service oriented position. So, back to things I like to see  in a reel:
Good deformations-  Focused areas of a rig that show wireframe deformations of a character. 
Complex rigging-  Vehicles, complex props, crazy character with  something difficult to deal with.  I want  to  see how you’ve approached  and solved a problem.On the opposite side of that, I don’t want to see a generic human rig  showing off a standard IK/FK arm, a foot roll, or anything that is just  FK (unless you’re just showing deformations).
Set  your reel apart-  I’ve seen a LOT of reels lately that seemingly have  the same exact ‘template’. If everyone has the same human, followed by a  dragon, followed by a fairy, how are you making yourself stand out from  the crowd.
Scripting/tools-  Auto-rig stuff is cool. Show a problem, then show how you solved it. 
Did  you have a programming background before you started learning CG? Or  did you learn it whilst attending The Art Institute of Fort Lauderdale?
Mentioned  this a little above, but when I was going to the University of Texas, I  had a couple C++ courses, some general programming and logic courses,  and for some reason, found myself in an Assembly course. It was about  that time that I had the notion to switch to an animation school. Of  course, as soon as I hit Maya at AiFL and started to learn MEL  scripting, all my previous programming knowledge put me ahead of the  curve. I definitely do not regret starting out as a CS major.
  
Can you tell us a little bit about your workflow?
My  workflow, and the workflow that I try to teach others, is to keep  things simple, fast, and do it all efficiently. I’m a big fan of making Maya adhere to your own workflow by hacking up the UI and making your  own proc overrides. It can be a pain to redo those kinds of hacks when  moving versions, but really, you don’t do that often. I like to do  things as iteratively as possible – don’t over-complicate a rig and  don’t just try to hash out something new and *complete* the first time.  If I’m approaching something new, I like to chat with several animators  about what they would want and need, and I’ll sketch an idea out. In  fact, the other day I sketched something out on a whiteboard with an  animator, then took a picture of it on my phone and sent it to my  email. The more I can plan out before even starting on the computer,  the better.  
Once I’m actually in the computer, I tend to follow the standard of building  something quick and easy first, then refine multiple times while  keeping animators in the loop. Most of the time when I’m building  something, I’ll be scripting it out at the same time. Usually my  scripts at that point are full of pseudo-code and lots of comments. I’m  not worried about clean code at that point until I’m sure that I’m on  the right track with a clean and useful rig.
  
What are some of the things that help motivate and inspiring your work?
Anything  art related! Animated shorts, cool game art, sculptures, new  technology. Nothing gets me going better than seeing some cool  techniques, technology, or an end result where I want to reverse  engineer how it was done.  
During  projects as well as between projects, I’m the Department Supervisor for  Rigging. This means that I globally supervise how the rigging dept  runs, our workflow, our future R&D efforts, etc. It also means that  I Supervise rigging on projects, which is what I did for the Looney  Tunes shorts. We had a team of about 7 riggers that I supervised.  Basically, I had to make sure that our rigs could do all the crazy  things that our animation director wanted them to do. For the coyote  and road runner shorts, I mostly handled the body rigs and figuring out  how we would do our ‘multiples’ system. I say ‘mostly’, because a lot  of our team touches a lot of different rigs at any point during a  production. On the latest round of shorts, I again mostly focused on  the bodies of Elmer and Daffy, but then focused on the faces for Sylvester, Tweety, and Granny. 
At ReelFX are they using more joints or blend shape based face rigs?
I  would like to say that our face rigs are pretty much your standard rig  these days. They have a pretty defined set of blend shapes that go on  top of a pretty complex joint-based setup. The animators can use either  set, but most of them use a little bit (or a lot) of both. The  joint-based controls are generally more broad-based influences, with the  ability to turn on ‘micro movers’ to get super refined deformations.   
Do  the riggers also model the character themselves? Are riggers ever involved  in modeling blend shapes (if the pipeline requires it?)
Personally,  I’ve always made blend shapes myself (and enjoy doing it!), but at  ReelFX, the modeling team handles both model and blend shape creation. We do have a few riggers that would be completely comfortable making  blend shapes though. I would like to say that our modeling team and  rigging team works very closely together, so by the time we get approved  models, edge loops are how we need them and models are good to go.  
Did  you work closely with animators when achieving such flexible rigs and  was there a requirement on your behalf to understand concepts of  animation?
Absolutely!  A lot of us had the original model sheets up at our desks as both  inspiration and for goals of what we need to hit. The animators did a  GREAT job going through footage of the old cartoons and pulling screen  grabs of poses that the characters would have to hit. Bryan (the  animation director) would always walk over and show me something insane  and say “So… think we can do this?” It was a great collaboration  between our teams. On this latest round of shorts, deadlines were a bit  tighter because of other ongoing projects, and we still wanted to push  the quality to be even better than the first set. Sometimes it was a  bit painful, but in the end we had some great work to show.  
 As far as a requirement to understand concepts of animation – yes! Every rigger must know those concepts. Most of our team animated at  some point, whether it was in school or on the job. Either way, we all  have a love for animation, so we do want to make the best and easiest to  use rigs for the animators.
How many controls do rigs like the Road Runner and Coyote have?
The  originals (coyote and road runner) had approximately 500 controls,  roughly 150 of those were in the face. On the more recent rigs like  Elmer and Granny, they were closer to 700 controls, mainly because they  had outfits on.  
We finally had the chance to write a data mining tool that tells us how  much of those rigs actually get used, but we didn’t have that tool in  place until we were mostly through the rigs on those shows. Only about  5% of those rigs were never touched, but on any particular shot, the rig  usage could be anywhere from 50 to 75%. Obviously this means that not  all controls were used in every shot, or even the same controls from  shot to shot. Anyway, interesting statistics to go through, which means  we can optimize rigs based on previous projects data.  
I’m  very curious as to how you were able to push for such great flexibility  and exaggeration in the rigs that were used in the Looney Tunes shorts,  it really seems like CG has come along way. Was there any need for  research and development for the Looney Tunes short, and what were some  of the issues, if any, that were encountered during production?
R&D happened on the fly for our Looney shorts. The schedules were  so tight, and our insistency on getting the models/design to perfection  (to hit the right Chuck Jones designs) just made things tighter. We had  to develop a few new rigging techniques, but nothing that you would see  on a feature. No new plugins, but some general scripts/tools and  rigging pipeline updates were made. Generally, our rigs are pretty  flexible with the standard templates. Kyle Wood, one of our lead  riggers, spent a lot of time developing some new facial rig modules,  which certainly helped the animators achieve the squashing, stretching,  and insane shape-pushing that was needed. The animators did an awesome  job at pushing and pulling those rigs to match the poses of the  classics, and a lot of what you’re seeing on screen is because of their  patience with nailing each pose. They were sculpting on each frame at  times, whether that was using the rig, using special deformers or tools,  or sculpting with in-shot PSDs. 
Are there any other outside activities you do that you think help your day job?
Other than mentoring to teach students but also learn from them (keeps  us both fresh!), I try to fit in some time for other activities. I used  to do sculpting in my free time, but that is hard to come across  lately. One thing that I make sure I get in is cycling time. It keeps  my mind fresh and burns off the stress that can come up during crazy  production schedules. I’ve had a lot of ideas pop into my head while  I’m on the bike.
Lastly, where do you see the direction of CG heading?
Tough question 🙂
It’s  apparent that companies are definitely moving into a realm of ‘more for  their money’, which can be attributed to the advances in technology.  You can get things done faster, with better detail and better quality,  so productions are demanding more. No doubt there are still hurdles to  over come, but I don’t see this trend stopping anytime soon. The  biggest challenge for us as artists is to stay efficient at what we do  while “upping” our game a bit on each project. We hit this a lot.  We  want to get our current tasks done quicker and quicker, which doesn’t  mean we’re trying to replace anyone; it just means that the less time we  have to spend on the ‘normal’ tasks, the more time we’ll have to spend  on developing new technology, processes, etc. I’m sure every company is  facing the same thing.  
As far as the style  of where CG is headed, that I do not know. I do hope that we can start  to see more original ideas and more studios pushing the boundaries of a  normal CG feature. The biggest issue that I’ve seen over the years is  when the “Art of” books come out for a film, they have such awesome art  and concepts, but then that great art isn’t translated into what we end  up seeing in the movie. I think that’s why I enjoy seeing a lot of  student films that come out that push the style of CG into something  that we normally wouldn’t see.  
Thanks for the opportunity for this interview!
To view more of Josh Carey’s work visit his website: 
Interview by: Andrew Tran
 
								 
			







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