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Abstracting Rigging Concepts for a Future Proof Framework Design

Jesus R. Nieto, Charlie Banks, Ryan Chan

DigiProIndustrialRigging

Framework for abstracting core rigging concepts to build extensible, future-proof character rigging systems for production.

Abstract

DNEG's Loom framework abstracts rigging concepts into a DCC-agnostic system that separates pure rigging logic from implementation details, surviving the discontinuation of Fabric Engine. The system uses operator graphs and procedural rigs, achieving better performance than Maya's GPU pipeline through optimized CPU and parallel evaluation implementations.

How to read this

Category
Production talk: a rigging-framework architecture
Contributions
  • Presents DNEG's Loom framework, which abstracts rigging concepts into a DCC-agnostic system separating pure rigging logic from implementation details
  • Uses operator graphs and procedural rigs to survive the discontinuation of an underlying engine (Fabric Engine)
  • Reports better performance than Maya's GPU pipeline via optimized CPU and parallel evaluation
Context
Relates to multithreaded dependency-graph evaluation for character animation (e.g. LibEE: A Multithreaded Dependency Graph for Character Animation), applying graph-based, abstracted evaluation to a future-proof rigging framework.Builds on: LibEE: A Multithreaded Dependency Graph for Character Animation
Correctness
Studio practice, not peer-reviewed; the performance and portability claims are production-validated within DNEG's pipeline, so the comparison against Maya's GPU path reflects their setup rather than a controlled benchmark.
Clarity
Accessible to pipeline and rigging engineers; one read conveys the abstraction strategy and its motivation.
How to read it
Read once for the separation-of-concerns design and the operator-graph approach; revisit only if you are designing a DCC-agnostic rigging framework yourself.

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