Really lovely animation (modeling and texturing) on the finished Sparrow rig by Geraint Wright.
Showing posts with label freelance character td. Show all posts
Showing posts with label freelance character td. Show all posts
Tuesday, 3 April 2012
Saturday, 10 March 2012
ld_mirrorMe tool demo
Just made a quick demo for one of my 3 main toolsets, (ld_animateMe v2, ld_rigMe v1 and ld_mirrorMe v.9.5) the ld_mirrorMe tool, something I started a while ago but put off.
This demo primarily shows mirroring on objects from world 0, but everything is calculated from worldspace and works accordingly, it doesn't matter where it is or what its connected/parented to, the mirror will work as expected.
Details:
3 modes - Curve, Mesh and Cluster (at present),
- Curve - Primarily for mirroring nurbs curves for controllers, Mesh - Primarily for mirroring blendshapes (can mirror multiple targets at the same time), and Cluster - (developing for other deformers), given a deformer and its mesh will mirror the deformer over giving a correctly mirrored pivot and origin based on the objects pivot.
Search and replace feature,
Choose mirror axis,
Choose new objects position,
World based - will work wherever or whatever the targets connected to,
Entries retained, no need to keep adding same object of multiple copies needed,
Simple to use.
This was initially going to just be a tool for my rigging UI (ld_rigMe), but I prefer having it separate.
Any ideas/comments welcome.
This demo primarily shows mirroring on objects from world 0, but everything is calculated from worldspace and works accordingly, it doesn't matter where it is or what its connected/parented to, the mirror will work as expected.
Details:
3 modes - Curve, Mesh and Cluster (at present),
- Curve - Primarily for mirroring nurbs curves for controllers, Mesh - Primarily for mirroring blendshapes (can mirror multiple targets at the same time), and Cluster - (developing for other deformers), given a deformer and its mesh will mirror the deformer over giving a correctly mirrored pivot and origin based on the objects pivot.
Search and replace feature,
Choose mirror axis,
Choose new objects position,
World based - will work wherever or whatever the targets connected to,
Entries retained, no need to keep adding same object of multiple copies needed,
Simple to use.
This was initially going to just be a tool for my rigging UI (ld_rigMe), but I prefer having it separate.
Any ideas/comments welcome.
Sunday, 4 March 2012
Showreel 2011-12
Latest work from previous project, Ha Ha Hairies, where I worked for Red Wire Media as the Character TD/Animator.
Reel Breakdown:
Overview:
Rigged all shown characters, scripts and GUI's.
Sequence 1 (00:00:10):
Rigged main character 'Kwiff';
- Rig fully scalable and modularly built to provide easy updating of rig if needed.
- Simple Nurbs-based selection GUI for easy interaction.
Sequence 2 (00:00:31):
Hybrid IK/FK spine for extreme posing and toony nature of show;
- Broken hierarchies to separate upper and lower posing and flexibility.
- Traditional FK control during rotation, controllable volume preservation during translation.
- Position and orient switching for full IK control.
Sequence 3 (00:00:39):
Stretchy, bendy, volume-preserving limbs;
- With custom foot-roll, banking and various pivoting attributes.
Sequence 4 (00:01:18):
Various scripts to assist posing and animation;
- Ik/Fk blending, with snapping between the two over a single frame or a range of frames.
- Fk setup to mirror live rotation.
- Script to mirror or flip any part of the rig, including entire poses.
Sequence 5 (00:01:31):
Animator-friendly finger controls;
- Setup to allow quick posing of fingers with 2 attributes, as well as individual control over each finger via attributes and individual controllers.
Sequence 6 (00:01:36):
Insert-blink script;
- Based on animator designs, for a time-saving script.
Sequence 7 (00:01:41):
Selection GUI;
- Interchangeable between full rig and facial controls.
- Varying levels of detail.
Sequence 8 (00:02:19):
Animator friendly facial rig;
- Minimal, joystick inspired controls with multiple functions to provide alot of interactivity with minimal effort.
- Joint and blendshape based, with interactivity between the controls for quicker, stronger posing.
- Tweaking controls for more specific expressions and fine-tuning.
Sequence 9 (00:02:44):
Test facial rig;
- Use of multiple, individually controllable deformers, built into the rig.
- FK beak with tweaking lip controls.
- Various deformers on expressive areas of the face.
- Re-postionable eye sockets.
- Detachable upper/lower head for extreme posing.
Sequence 10 (00:03:12):
Test facial rig - Deform test;
- All deformers work together, rather than prioritising over each other.
- Complete squash, stretching and deformation over the head rig whilst maintaining any pose, blendshape or joint-based.
- Whilst maintaining that important ability to scale.
Reel Breakdown:
Overview:
Rigged all shown characters, scripts and GUI's.
Sequence 1 (00:00:10):
Rigged main character 'Kwiff';
- Rig fully scalable and modularly built to provide easy updating of rig if needed.
- Simple Nurbs-based selection GUI for easy interaction.
Sequence 2 (00:00:31):
Hybrid IK/FK spine for extreme posing and toony nature of show;
- Broken hierarchies to separate upper and lower posing and flexibility.
- Traditional FK control during rotation, controllable volume preservation during translation.
- Position and orient switching for full IK control.
Sequence 3 (00:00:39):
Stretchy, bendy, volume-preserving limbs;
- With custom foot-roll, banking and various pivoting attributes.
Sequence 4 (00:01:18):
Various scripts to assist posing and animation;
- Ik/Fk blending, with snapping between the two over a single frame or a range of frames.
- Fk setup to mirror live rotation.
- Script to mirror or flip any part of the rig, including entire poses.
Sequence 5 (00:01:31):
Animator-friendly finger controls;
- Setup to allow quick posing of fingers with 2 attributes, as well as individual control over each finger via attributes and individual controllers.
Sequence 6 (00:01:36):
Insert-blink script;
- Based on animator designs, for a time-saving script.
Sequence 7 (00:01:41):
Selection GUI;
- Interchangeable between full rig and facial controls.
- Varying levels of detail.
Sequence 8 (00:02:19):
Animator friendly facial rig;
- Minimal, joystick inspired controls with multiple functions to provide alot of interactivity with minimal effort.
- Joint and blendshape based, with interactivity between the controls for quicker, stronger posing.
- Tweaking controls for more specific expressions and fine-tuning.
Sequence 9 (00:02:44):
Test facial rig;
- Use of multiple, individually controllable deformers, built into the rig.
- FK beak with tweaking lip controls.
- Various deformers on expressive areas of the face.
- Re-postionable eye sockets.
- Detachable upper/lower head for extreme posing.
Sequence 10 (00:03:12):
Test facial rig - Deform test;
- All deformers work together, rather than prioritising over each other.
- Complete squash, stretching and deformation over the head rig whilst maintaining any pose, blendshape or joint-based.
- Whilst maintaining that important ability to scale.
Labels:
character rigging,
demoreel,
facial rigging,
freelance character td,
ha ha hairies,
maya,
mel,
python,
rigging,
scripting,
showreel
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