Hi Sybren and all,
I have been doing rigging for the past 20+ years, mostly in Maya and some of it in proprietary software.
During this time I jumped back and forth between cartoony rigging for animated feature films and vfx rigging on feature films as well as some commercials, shorts, music videos, rides - pretty much everything except games.
My main focus and areas of interest is developing rigs and rigging pipelines, coming up
with intuitive workflows that are focused on efficiency and easy to use and writing tools around that
(I have been writing various rig builder tools over the past 15 years). (Mostly MEL and Python)
More recently I have been getting my feet wet with c++ and Maya Api writing custom nodes
and simple deformers for Maya.
Even more recently I have been exploring rigging in Blender a bit.
I think there are some nice ideas in there.
At the same time it has also been a little bit frustrating at times, which might be related
to certain workflows that I am used to from other packages, for example having a node-based
rigging system, which is why I am curious and interested in the everything nodes - project, and
what this could potentially mean for rigging in Blender.