Hi Everyone,
After watching many youtube rigging tutorial, I have been trying to figure out for some time now, why people create groups for curve controllers. What do those groups help to offset? Very similar as why we need controllers for joints? You could easily animate the joints, but i don't understand why that's a big no no? thank you for your time.
Replies
This is useful to define the "bind position" of an object, the initial position of that object within that rig.
I imagine if you didn't have any group for a certain controller, resetting it to (0,0,0) would snap it to the scene origin.
As for having curve controllers instead of animating the joints directly, it's just a nicer interface for the animator I guess? Your joints / skeleton is usually inside the volume of the mesh, and most of the time you'll have several helper joints in some kind of mechanism, so having curve controllers will not only hide all the clockwork but also make it easier for the animator to pick those objects because their shapes are outside of the mesh, not inside.
When you're animating and focused and 'in the zone', having to stop what you're doing just to select something can become very annoying, so the rig should help with this and be intuitive.