3D animation,rigging,coding, math ,fun stuff welcome !

Thursday, October 27, 2011

Marvelous Designer Test

A test done in MD for a quick cloth test. Simulation is coming. More to come....

Wednesday, October 26, 2011

Ally Bank Commercial

Directed by Buck NYC , I was responsible for all the dynamic elements in this piece as well as modeling some of the props and scene assembly. More to come...

Tuesday, October 25, 2011

ND_test part 01

This is Naughty Dog test for Riggers and TA's. I hope it's okay to post it here.I wanted to keep it simple and flexible, added some code to control the rig,plot the rig to bones. Simple ik/fk for arms spine. Clavicle rotations,added few extra bones for scapula and trapezius muscle to get better skinning. More to come ....

Monday, October 24, 2011

Tool - copyWeightsBasedOnShaders

Tool to prepare character assets for previs or mocap department. Assets with lots of
meshes making the asset heavy and overkill for mocap department. This tool spits out
a single piece of mesh with identical skin weighting, to keep the asset light and clean.
It also maintain the textures of the meshes.
MORE TO COME ......

Monday, May 16, 2011

Character Rig - WIP



WIP - rig based on JS paper. Really awesome and flexible rig
just to mention few : ik/fk , forearm ik/fk, squash and
stretch , I slipped that anywhere I could , spine , arms, legs,
shoulders, neck etc,, correct mirror control setup , global scale of animation
controls,designed for traditional key frame animation.
Model provided by Thaddeus Mitra Marahaj very talented
modeller from R*, www.thechindian.com
MORE TO COME ....

Mocap Test - Homefront

I was responsible for the main 4 characters on Homefront video game. Skeletons,
deformations , rigging , cinematic animation support. This is a simple anim to see
how Boone moves around before importing him into the engine.

Sunday, May 08, 2011

Homefront - official trailer

The official trailer of the game. 7 months of hard work. Looks great ! My first AAA title with THQ/Kaos New York City 2010. I was responsible for all 5 main hero characters, rigging , deformations , animation support for all cinematic scenes. Tool development, batch animation tool , roll bone system batch tool. etc. I hope you like it. MORE TO COME....

Monday, April 18, 2011

Bone based - facial poses


Some facial poses and ranges test for one of the Homefront character before
applying animation sequences to him and getting it out into FaceFX module
of Unreal Tournament 3 engine.
MORE TO COME ...

Thursday, January 20, 2011

MotionBuilder - Batch Tool

A batch tool for Motion Builder 2010 , tool used to batch animations when animators
finished their part on the files. It recognizes control rigs as well .
Specify a folder with all your work files. Then where you would like to save the plotted
animation. We had sometimes 2 different locations so that's why 2 output paths.
Then you go get a coffee and take a nap.
Again ...HUGE thank you to Andrew for being patient with me to finalize the tool . :)
Best to Kaos and THQ

SkinTool v.01

Skinning tool that helped us to skin characters much faster than regular way Also kept us sane when fishing for requirements like multiple characters multiple LOD's per character, Granular characters etc. We had to make sure only 3 influences affect each vertex so a script was written to keep that always true. Then we added checking tool for making sure that joints included in skinClusters only had the amount and name of joints that the LOD required. Then I added poseLib using simple dagPose command . I also added a sample ROM that could be referenced in on a character during the process when simple poses weren't enough. Thank you Kaos for the opportunity and HUGE thanks to Zhi and Andrew. I look up to you boys....:)