This is a reel of some of the rigging and animation tools work I've done recently on the LEGO hand-held and mobile format games. There are a lot of other tools that fall in to the "useful but dull" category which wouldn't be very exciting to show, so this is only a small selection.
The tools are all Maya based and are a mix of MEL, Python and C++. Everything gets bundled up in an installer using NSIS by Nullsoft. I'm a big fan of Markdown so I'm using that to write the documentation.
This is my latest demo reel for a Character TD/Rigging position.
Description: This python-scripted character rig was done due to an interest to study quadruped, biped and flight motion.
Thanks: Animation by N. Bajandas, Character Design by J. Poole
Description: This character rig was created for a group short animation piece done during the Summer Industry course with Disney Animation.
Thanks: Animation by N. Bajandas, Model by S. Strickland, Shading by J. Guinea Montalvo
Description: This character rig was created for a friend’s short animation piece called “Tewts.” vimeo.com/12298481
Thanks: Model & Blendshapes by S. Strickland
Description: This facial rig was created using MEL expressions and over 30 target blend shapes for a facial animation class. Phrase: “I was having dinner with Ken, when, suddenly, two little human hands grabbed me and POP went my head!”
Description: I developed a rope system that was created using Maya’s Hair System and a python scripted GUI that allows you to place two locators in the scene, specify the number of joints to determine resolution of the curve, and attachment control type. This rope system can be seen used in the Bricklayer’s Disaster. vimeo.com/12303790
A Rigging Convention for Isosurface-Based Characters
The proposed thesis provides a prototype system for generating rigs for isosurface-based characters that will be rendered using Renderman’s RIBlobby implementation.
Thanks: Tim McLaughlin (Chair) and Terran Boylan (Member)
- Time to complete: 6 days
- Programs used: Maya, Slim, Presto, Pixar proprietary tools
- Responsible for set modeling including paneling, ceiling, metal grate, net, storage bins, molding, spatial arrangement of cabin.
- Helped Team members Rosie Cole, Nicole Rager and Zia Zhu shade wood and metal in Slim.
- Responsible for Cinematography, Composition and Layout of Camera
- Helped Rosie Cole Set Dress Scene
- Rigged curtains and chains through Pixar's Presto. Curtains have deformation system to have accordion effect.
- Animated all moving objects including camera movement and camera attributes.
Roles of Other Teammates:
- Rosie Cole: modeling (majority of props), shading, texture painting
- Zia Zhu: shading, render wrangler, modeling, shot lighting
- Nicole Rager: modeling, Lighting, Shading, Photoshop artist
PAPA RAM - CHARACTER FROM BYU'S "RAM'S HORN" SHORT FILM
- Modeled in Maya. Received critique and help from other art directors.
- Rigged in Maya. Flexible and intuitive control. Great for new and seasoned animators.
- Replicated Pixar's Rigging Theory. Rather than using blend shapes or joints to control facial movement, vertices move along a curved surface. A sculpt is then applied to apply or reduce volume and structure. This allows for a more natural movement of the points across the face. This was a huge challenge, and I'm very proud we were able to figure out a way to replicate a professional studio's rigging theory.
- Expressions and Scripts were heavily used in the creation of the facial and body rig. For example the face is driven by an expression that controls the rotation of joints and scale of weighted clusters in order to get the volumetric feel in the face of Papa Ram.
- Three Curve Principle allows parts of the face to balance well with each other.
- It was very fun to animate our characters in "Ram's Horn". We were able to capture a very entertaining performance from the rigs.
- Using Maya's Node Editor, I was able to create an intricate addition system to allow for certain movement to happen automatically. For example, when the jaw moves up towards Papa's nose, the corners of his mouth will move outward. However, the control still remains at it's original value. This helps loosen up parts of the face.
PERSONAL FINAL PROJECT - KAA THE SNAKE
Time to Complete: 10 days
- Modeled and Rigged a character's face using Pixar's Presto software.
- Character based off of Kaa the Snake from Disney's Jungle Book
- Rig made from modular setup, custom built from different film rigs.
- Articulated point weighting, set up custom patches for rounded deformation, made pickable controls, all consistent with actual film rigs.
- Animation was previously made by Paul Mendoza for Pixar's Finding Dory and Pixar's Inside Out upcoming films, and was applied to my character. My rig held up with animation data applied, showing my ability to rig the proper attributes at the right scale and amount. This consistency is key in any studio, so I was proud the animation data transferred so well
- Personally mentored by Jacob Spiers, Lou Hamou-lhadj, Austin Lee, and other Rigging Artists at Pixar
- Concept inspired by rotating bike lock
- Responsible for all
- Time to Complete: 4 days
- Responsible for Rigging and Animation for Monsters University Character named Blinky
- Master rigging involved node-based connections in Pixar's Presto software.
- Set up Articulation for every part of characters body, with proper naming conventions and controls.
- Stress test to show flexibility and emotion of character through the rig I produced.
- Animation was done in Pixar's Presto software.
- Couch Rig used for the main character in BYU's CG short, Owned.
- Dual IK Spline System for Deformation on each side
- Other rigged portions include the couch curtain, global tilt and stretch, top cushion deformation
- Hero Prop
STUDIO C BRANDING
animation done in After Effects
made an animation style that is consistent with the tone and feel of the show itself, as well as the visual style of the logo.
These are all seperate “bumps” used to introduce Studio C comedy sketches on Youtube and television - they are never shown all together as seen here.
Time to Complete - Modeling 4 days and Shading 4 days
- Model based on actual reference.
- Modeled in Maya, Shaded in Slim, Animated, lit and Rendered through Pixar's Production Pipeline.
- Procedural textures and node based workflow.
BYU SPORTS NATION GRAPHICS
- Created in Cinema 4D, Composited in After Effects.
- Designing this project from start to finish was really enjoyable. We incorporated a lot of sports elements to make something exciting and re-watchable.
- Used software specific tools to create animation. C4D uses xpresso nodes, cloners, deformers, and mograph objects and they were all used here.