Just a few thoughts--haven't worked in
the Feature Animation/VFX "industry" as a rigger (yet), but I do
rig/do Tech Art in games for a living, and am a lead at an indie
studio when I'm off the clock. I also know/talk regularly with a
lot of pros. So, please take my thoughts with a grain of salt,
but here they are.
1) Expression nodes are slow. Production rigs need speed above
almost all else, for the animators. In a full-on production
environment, you're going to tend to have Development teams to
build C++ plugins to speed things up, and IT staff to keep the
pipeline running/ensure tools are installed properly. This has
been my experience even at smaller startup studios, where
Development/IT could even be one person (Heck, it's pretty much my
day job currently, and we're a team of 5). I've never known
student animators to like having to do all of the setup, but
generally in production the tools are already in place for
one-click loading for the animators. Even for tiny studios,
things like OpenPipeline make this kind of thing fairly easy.
This is one area where schools could improve--most have a
standardized lab setup and an IT department that doesn't allow
outside tools to be installed on a persistent basis, which is the
source of most of the frustration of the rigs you mentioned with
shelves/pickers/etc. In a production environment, these would
usually be installed once, and then wouldn't need to be touched
(and would thus just be available) unless being updated.
2) The type of "all-inclusive" rig you mention is really nice for
students. However, it doesn't at all approximate the types of
rigs I've seen in production. Most rigs are highly specialized
(and built on top of a standardized scripted biped setup), and
once a studio has something that works well, there's no real
reason to update it--doing so would involve re-investing the
development time for the tools, which is extremely expensive.
It's an investment vs return proposition. Also, in production,
file sizes are key, and the types of functionalities that you're
trying to implement would more likely be set up across a shared
interface that could be reused for every character using the base
rig (less scripts, less places for things to break).
3) Most riggers I've worked with (myself included) tend to thrive
on solving new problems. That's a nice way of saying we don't
like repetition :). As to what this means--unless I find one of
my rigs is slowing things down for development, I'll tend to use
the scripts I wrote 4 years ago to do the jobs, even if I know
there's a shiny new technique that will work. Unless that shiny
new technique is going to speed things up significantly or make my
animators' jobs easier/quicker, I'm not going to spend the time to
implement it. This isn't because I'm not interested in picking up
the latest skills, it's more because I have other things to do
that make a more significant business impact. Again, time is
money, and this is a business.
As I said, I've only worked on small teams, so I can't speak with
more than hearsay for the larger houses (although I have friends
at most of the larger studios). If I got anything wrong I'd love
to hear it--I also teach rigging in my off time, so I'd be glad to
update my knowledge base as well.
Hope this helps,
Joe