"Lavender Haze" & "Bejeweled"
Rigged the fish and props as seen in the demo. For the fish rigs, I created an automated IK spline swim setup to save the animator's time. Instead of having to keyframe each part of the spine, animators could easily tweak swim speed, amplitude, wavelength, and start position. FK controls were also added to give animators extra precision within the rig, making for a blend of automated movement and FK movement.
Necklace & bracelet props were also created with a similar method, blending IK & FK controls for automated movement and precision controls.
Diamonds were also rigged via a tool I wrote. Animators were able to select all diamond geometries, run my tool, and a simple FK rig would be applied to each diamond.
Software:
Maya
Python
Goro Goro
Rigged "Daddy Goro's" feet, the main portrayal of his character in our short film, inspired by old cartoons. The fun challenge about this rig was how I was supposed to rig this so that just the feet could portray whole emotions and reactions that we were aiming for. This was not a simple foot rig, rather it was designed to be expressive and detailed. A lot of time was spent sculpting out blend shapes for the feet so that specific poses could be achieved while still looking appealing. Anklets were also rigged with an IK & FK blend, so the entire anklet could be animated with ease and with specific controls just in case.
Software:
Maya
Python
Max
This is a fully rigged biped character from my Fall 2021 rigging class. Retopology and rigging was done by myself. It has a lot of neat features too, like space switch, bendy via nurbs ribbons, infinite spine twist and foot roll. Most of the rig was also created in Python too!
The only aspects that aren't scripted yet are features like the foot roll and the nurbs ribbons in the limbs.
Software:
Maya
Python
Autorigger WIP
This is my in progress autorigger build! It's been such an eye opening experience to apply all of my rigging knowledge into a functioning Python script.
2,400+ lines of code and learning packed into the setup so far. If you were to read it all from beginning to end, you'll notice that my knowledge of Python increased dramatically from chunk to chunk. The first part I made, the spine, is very rough with many opportunities for refinement. Once you get down to the fingers though, you will see how I've been able to condense things down through new methods and how I've made it more secure.
I absolutely love scripting this autorigger! I've been doing it in my free time and I almost always lose track of time when I get to work on it. Still a lot to go! :]
Software:
Maya
Python
Controller Replacement Script Demo
Oh no! The animator just asked if the controller for Max's arm could be different. I've already made a tool for this though! It's a simple controller replacement tool, essentially just replacing the shape. It retains all the data of the transform, colors the new shape to what the other one was, and also renames the shape to match the transform. Neat little tool. I'll be branching out into more tool development soon.
Software:
Maya
Python
Abby
Abby is the first ever facial rig I've made! She was rigged using a combination of blend shapes, joints, and live blend shapes. It was a lot of fun getting to study the different expressions that had to be made, and it was inexplicably confidence boosting to watch her come to life with every step!
Surprisingly, it wasn't too difficult either. Facial rigging seems to be more art oriented than regular body rigging, but the rigging methods are pretty similar to what I had already been doing.
Software:
Maya
Snufkin
"Snufkin" from the Moomin cartoon series. All modeling, rigging, colors, lighting, posing, and rendering done by mself. This is one of my first completed rigs, made in early 2020.
Software:
Maya
Substance Painter
After Effects
Cody
This is a dog rig from a quadruped rigging class I took early 2021. All rigging was done by myself.
Software:
Maya