Quickie update on the course. Just finishing up week 3 now where we put in a very simple rig. Just a couple of joints for the eyes, nose jaw and ears. Learned an interesting fact about the difference between a parent constraint and both a orient + point constraint. Apparently it’s harder for Maya to calculate parent constraints than individual orient and point constraints according to Wade. Doing a parent constraint means Maya will always calculate both translate and rotate values, even if you just use one. That’s not the case with individual constraints obviously.
I don’t think I ever ran into an issue with my rig slowing down because of parent constraints, but it’s always better to be save than sorry.