Rigging
Tred Generation from Script
I tried to get this to work for a while and went through multiple variations of it. I'll post the code in the scripting section but this is definitely something I had been thinking a thing I wanted to puzzle out in terms of rigging. The first time I went through I was trying to get the locators, which would drive the treds, to follow a single curve using path animation. However, because I couldn't figure any other way than using set driven keys and I couldn't get the math to work in my script to drive the locators on a single curve I improvised. Instead I generated a new curve for each locator and parented it under the main control and then ran each locator with infinity cycles along its own respective curve. It may not be the most efficient way to make a tred system but it works! With a couple minor hinks that need to be sorted out... plus I want to add a UI and more functionality so there is more to come on this.
Rigging for mobile AR in Unity
A rig created for a summer slow-jam through PIGSquad. I created the model and the rig for a character used in a AR Tamagotchi style game. Each part was intended to be moved individually to match the nature of the golem creature.
Auto-rig Implementation Test
This is a test of the rig generated from the auto-rig script I've been working on. It's got very basic functionality and there is some required detailing on the controls. Will update as more work is done on the script.
Ilana Face Rig
I was inspired after my week at GDC and talking to the Faceware Technologies Inc. guys so I created this rig over the weekend. I had done blend shapes and I had done mostly joint based facial rigging but not both on one model exactly. I had also never set up my own control window so that was another aspect of exploration and I think I need more practice. Have a couple of details to add and will probably play with some riveting. Would like to find a way to get the face joint controls to follow the blend shapes but that will require some investigating
Credit for the Ilana bust to Faceware and a thank you making a great piece of art available to work with.
Cat
Luffy
A second run through of a demonstration video for a rig I created to explore ribbon deformers, stretchy systems, and facial rigging. Removed some of the spine functionality as I had trouble getting it to work with a ribbon system and simply used a stretchy spine IK system. Would still like to play with a different method of deforming the clothes so will update in the future.
I created the character model but all creative and publishing rights for One Piece and the character Monkey D. Luffy belong to original creator Eiichiro Oda and Toei Animation. This is simply a fan made project for demonstration purposes.
My first foray into quadruped rigging. Mainly wanted to learn different methods of skeleton structure, control design and deformations. Learning the quad IK set up and playing with the tail set up were the most unique elements to this particular rig besides maybe the FK controls Got the idea for FK controls from a tutorial which I changed to my liking but there are details I want to edit. However, I've run out of time at the moment before GDC so it will have to wait. May implement a different way of integrating controls and joints that I've come across when I fix things and prepare for animation.
Rubik's Cube
A rig I created to explore more about how a Rubik's cube works and to learn more about MEL scripting. The rig relies on a script job event for each time a new controller is selected to change parent constraints and then freeze transformations so the next constraint switch will take without resetting back to a previous location. Had plans to create a reset button but with how the script job works I'm a little stumped. A better video will be recorded and or edited in the future.
Uncanny Valley Rig
This model was created for my Master's thesis but I used it to re-explore some rigging essentials. I used blendshapes for some super basic facial rigging. I added other attributes that weren't used in the HumanIK rig for the pre-visualization like IK/FK switching and auto vs. manual pole vector knees. May revisit in the future to improve/edit some functionality.
Archipelago: A Pirate's Tale
Weight mapping and Skeleton maintenance for Animation Retargeting
Will update with better videos of animated skeletons.
I did some freelance on a game being developed by CAGE studios. The game was being created in Unreal. Most of the work included prepping the skeletons for animation retargeting and weight mapping the characters which were supplied to me.
cagestudios.net/archipelago.html