AUGUST LOOLAMCharacter TD |
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Rigging
The bikers have a standard biped rig with combination blendshape and bone driven face controls. The bikers share a skeleton and facial controls, the rig has a character selection dropdown menu to switch between them, as well as a helmet on/off switch. The heads of the bikers also have a resolution switch. |
BikersFor my Animation Production class we had 12 weeks to make a short film. I had the idea of two bikers racing along a track. After I had an idea of what I wanted the bikers to be I modeled them and then began to rig them. I created bones around the face and then used those bones to create blendshapes. |
ScratchScratch was commissioned by a friend of mine, he created the concept sketch and tasked me with figuring out how to make the character work in 3D. |
Scratch is a paper ball, to emulate this in Maya I simulated a plane falling into a depression. Once we settled on one we liked I sculped out a mouth and modeled the limbs. To preserve the effect of the charatcer being made of paper I created a series of small joints for the limbs and bound them to a spline curve rather than a ikRPsolver. |
The eyes are meant to be a computer screen to create this effect I created a layered texture with layers for each eye and their eyelids respectively. The eye layers consist of a single radial ramp. They are driven by their UV position data which is plugged into a curve to allow the UV coodinates to be animated and keyed. while the ramp positon data is used to control dialation. The ramps are then linked to a lambert that can then send color data to a custom attibute on the rig to change the eye colors. The pixel effect is created with a standard maya grid texture on the layered texture node. |
CubeyCubey is an old concept of mine dating back to early 2012 that I have recently reinterpreted and redeisgned. The legs employ the use of IKSpring solvers. The eyes however use an animated texture system I developed for this model. |
DweebDweeb is a character from a short film my rigging professor worked on. He gave us the mesh and assigned us the task of rigging it. I created an expression map that displaced the UV data of the fron face of the head to create eye expressions. |
The ALSERDuring my time working on Aperture Tag, I was tasked with desigining, modeling and animating a power generator device for a room in the game. |
NanoNano is an older character of mine that I designed for the Source video game engine. Since source is an older game engine. To be able to control an animate the thrusters on nano I created a series of flex rigs and engine specific preset files. |