Showing posts with label showreel. Show all posts
Showing posts with label showreel. Show all posts

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.

Sunday, 15 January 2012

RigReel 2010-11

Finally got round to uploading last years rig reel, still finishing off current one, will upload as soon as its done.


Reel Breakdown:

Sequence 1 (0026):
Rigged character ('Skitter') in Maya.
Setup nCloth dynamics for screen and node-based rig for timewarp in Maya.

Sequence 2 (0201):
Rigged character, 'Skitter', in Maya;
 - Modular built, stretchable and dynamic tail rig based on hair dynamics with full Fk control system and blending, and control over main dynamic attributes to tweak shot specific and avoid intersection with props.

Sequence 3 (0937):
Rigged prop (table) in Maya;
 - Fully driven by expressions to assist animators and provide continuity throughout show.

Sequence 4 (1034):
Rigged all characters and props in Maya;
 - Including all facial rigs.
 - All characters include controllable dynamic tails and ears, to assist animators and to assist retaining animation continuity.

Sequence 5 (1225):
Rigged  character (Splish) in Maya;
 - All rigs scaleable to assist animation.
 - Stretchable Ik/Fk style spine rigs, identical setup and control for all characters to retain familiarity and allow interchangeable animation.

Sequence 6 (1655):
Rigged  characters (Splish and Splash) and prop (controller), in Maya.

Sequence 7 (1855):
Rigged  character (Splish) in Maya;
 - All rigs with squash/stretch limbs, Ik/Fk blending, auto-flatten and foot-roll.

Sequence 8 (2173):
Assisted in animation in Maya, once rigging was complete.
Co-created Studio specific Animation and Pipeline Toolsets, including;
 - Ik/Fk snapping,
 - shared user creatable and customizable selection sets,
 - animation key/curve cleaning, blending and re-timing,
 - customizable animation trails,
 - animation HUDs and automatic notification of shot completion and versioning.

Wednesday, 4 January 2012

Iconicles VFX Showreel




My work includes;
All Character/Prop Rigs, as well as - Animation, Dynamics, Animation Tools and Pipeline Development/Tools.


Still sorting current showreel, will be up asap.

Friday, 4 June 2010

Thursday, 6 May 2010

Rig Reel Snippet

heres a quick look at the main rigging i've done for Short Film. Includes Face Rigging and Ncloth setup.

Sunday, 14 February 2010