Animation Demoreel 2008

July 1st, 2008

Here it is, ready to be sent out and shown to the world.

reel banner

Breakdown ||  Resume

Two animations done with Moom.

May 18th, 2008
I had some fun in Maya with this fun rig called ‘Moom’.
baby_img.jpg stairs_img.jpg<

An animation?

October 7th, 2007

normette.jpg

What?

January 25th, 2007
what

Arm Rig V2

November 26th, 2006

I completely re-thought the arm rig today. I’ve added a better IK/FK blending and more stretching controls for FK mode. I’ve also added a control to “break” the arm in IK mode, giving you complete control over the elbow. This is the trick that took me a little while to solve but it was actually quite simple in the end. Of course, it retains it’s good twisting deformation and shaper controls. In the video is also demonstrated shrugging Vs normal style shoulder control. Again, there has been no weight painting, so the deformations are a bit lumpy in places. Overall this new arm is a lot cleaner and has more control.

Not included in this video is the volume preservation with squash and stretch. This is included in the rig now, but was absent at the time of the video.

armthumb21.JPG

An arm rig or two

November 25th, 2006

This is a video of an arm rig that I’ve been meaning to make for a little while. It has all the typical cartoony controls on there that allow you to bend the arm into lots of shapes, it allows you obviously to work in IK and FK on everything, to have smooth (non-popping) stretching, good twisting deformation in all poses, and of course for all features to work well together without exploding. It also works well with the squash and stretch of the torso, where the mass moving to the top will actually move the arms a bit.

arms.JPG

Again, I haven’t spent much (if any) time painting weights for the deformation, so what you’re looking at is mostly default. I had to do a bit of simple weight painting around the shoulders because that’s obviously one of those tricky areas that otherwise explodes.

Also shown in the video is a bit of the head/neck IK/FK stretchy control I have. It really isnt very interesting, but it does give you complete freedom of how you want to move the head either by position or rotation, either attached to the body or not.

Some spine controls and such and such.

November 11th, 2006
Here’s a video I have made of my quickly whipped up spine setup. It’ll let you control the whole thing via strict FK, or it’ll let you break the hierarchy. It also lets you control it in IK, which is layered on top of the FK in the vid simply because I prefer it that way. It has squashing and stretching built into it which will work with all controls.
Right click save as on the image for the video.

facial emotions
The mesh is a t-shirt that Roman wears. I didn’t do any envelope painting at all on this, and it’s already 90% of the way there (obvious problems around the sleve areas). Also there’s no sqush and stretching on the very top and bottom, since they will need the hips/head to be present for the volumes to be continuous. With a few shapes I can get pretty nice looking creases in the cloth with relative ease. Anything to remove the need for cloth sims is great!

To kick things off..

November 4th, 2006

Here’s a few expressions from my Character, “Roman”.

facial emotions

New Website!

November 4th, 2006

I decided on a bit of a change for the website. This one should be more interesting! Hopefully.

OLD