Monday, July 12, 2010

Simple Cloth sim

Layer nCloth simulation , basic mocap used to get animation on. Fast motions and fast collisions is next text. MORE TO COME ....๐Ÿ‘Œ

Face - mocap retarget One to One - test

Facial retarget in Mobu and then out to Maya.Animation tweaks done in Mobu. MORE TO COME ....๐Ÿ˜’

Pickle - test render

Haven't had the time to finish the facial for this guy. I have the rig ready though..:) I am really showing the secondary motion on his belly and the clean retarget.:) MORE TO COME.....✔

Friday, July 09, 2010

Pickle-setup

Pickle setup with twist systems , simple and parametric muscles used for secondary animation. Easy to setup jiggle. Still problem with global scale and muscles. Local muscle scale must be used. More to come...✔

Saturday, February 20, 2010

Balloon - nCloth simulation

Monday, January 25, 2010

Procedural face rig - simple


These are very simple facial rigs we used for Psyop-IBM project. It was simple
enough to script the whole setup. I made sure the skinning was nice with a nice
fall off to get the basic poses we needed. I also included a animation UI that have
few features , like , selecting controls on left or right side, selecting opposite
control , resetting controls, mirroring controls left-right side. Anything that
would make animating faster for the animators. The build part was written in
MEL and the animation UI and functionality was written in Python.
Guys did really nice job animating these characters. I am a huge fan of Psyop !
I may post a video of how it all worked. MORE TO COME ....

Friday, September 11, 2009

DinoRig


Testing modular system from creatureRigs guys. Awesome system. I love it.
Added few things, which is easy to build on top of the system. Quick skin pass
and animation block out done by my buddy john V.
MORE TO COME......

Wednesday, May 06, 2009

Update on FaceRig tool v0.21


There is an update on teh face Rig tool. It is still a huge mess
but I am going back to clean and re-write some of the stuff
to improve the whole concept...I am not happy ...Grr.
More to come.

Friday, August 29, 2008

Crusaders

On this small project i was supervising the animation pipeline. Re-targeting the mo-cap animations to specific characters in Motion Builder and getting everything back into Maya. The final render scenes were assembled in 3D studio Max. More to come...๐Ÿ˜‚

Monday, July 07, 2008

Custom - FBX to Maya IO

Simple FBX importer, the function of this tool is to take a folder of FBX animation files and import them on a specific character and then writes the files out as either ma or mb format to be compatible with Maya. Icon's designed by my friend and co-worker Joe Fiore - designer/compositor. More to come...๐Ÿ˜Ž

Saturday, April 12, 2008

Scoop - loops for web

We at Perspective studios , we've had a guy on staff named Scoop, dear friend of ours. We decided to make him a mascot of kind, if you will. He will be soon entertaining everyone that visits our site. This is a serious of loops of him doing things ... we have BIG plans for him. More to come...๐Ÿ˜ƒ

Guitar Hero - motionBuilder animations

This is one of the tens of files that I animated for Guitar Hero III. As we all know animating with mocap is not as hard as keyframed animation just because the motion is recorded by talents/mocap actors and then a proper pipeline must be setup to get the optical data motion on your character. This way you have very nice foundation of weights and timing , you as an animator you still have to follow the laws of animation , not necessarily all 12 principles of keyframed animation but some like "follow through and overlapping action" or "exaggeration" must still be applied. Anyway... I used Motion Builder and its awesome animation layer system to animate the girl. The hardest part was animating the guitar being handed on/off from hand to the other. More to come...๐Ÿ™„

Mocap - full performence retarget

Shot mocap , animated on top , added the prop , finger animation. Facial mocap shot separately , put them all together in MotionBuilder , then retargeted to this guy who was brought from Maya. Simple deformations , game style. MORE TO COME...☺

Mocap - full performance

This was shot in the previous studio I worked at , full performance mocap capture, After the tracking was done I retarget to my character body and face , if needed extra animation was done on top of it to meet the requirements. No finger tracking all secondary animation was keyframed (Fingers, eyes, tongue, etc..) MORE TO COME...๐Ÿ˜ƒ

Wednesday, April 09, 2008

Cache Setter - simple helper with geo caches.


Very simple cache helper for setting some of the basic cache functionality, like,
start frame, scale, time offset etc... written in one day to help us to quickly manage
large amount of caches in the scene. Used for very cool little project done by
Production Studios. Shout out to David Navarro, director.
MORE TO COME .....

nCloth - simulation Test

Cloth simulation , i used nCloth in Autodesk Maya.
More to come...๐Ÿ˜

Saturday, February 03, 2007

Squash and Stretch Study

Studying squash and stretch on this simple animation. Rigged up using spline IK .
Added soem secondary motion and fur . Didn't have much time to tweak the fur.
More to come...๐Ÿ˜ถ

Sunday, January 14, 2007

RigidBody - studies

Some simple examples of RB simulations. Using Autodesk Maya and some third party plugins. MORE TO COME...๐Ÿค”

Friday, January 05, 2007

Character rig


Hi guys,
This is the girl update pic so you can see
the controls from the side as well.
MORE TO COME...๐Ÿคจ

Tuesday, January 02, 2007

Game facial setup - workflow

Bone based setup for a game character. Testing deformations and poses.
Wrote a few functions to help illuminate the tedious parts of the setup.
MORE TO COME...๐Ÿ˜‰

Wednesday, September 20, 2006

Soon to be replaced ...


WIP..Hi guys ..I couldn't sleep as always ..it's 2.00 am and i am still working ..I was messing around with the rig and found more problems ...Have to JUMP on it tomorrow morning,THAT needs to be fixed right away. I started coding the UI for this guy ,I dont know how far I am going to be able to take it ...I am still learning MEL which I love sooooo much ..but I thought the UI could look sexy like this.Okay..now it's 3.45 am and fixed some of the bugs ,vsibility switches for the arms and legs when ik/fk with simple condition node that slip right in and i aslo have to close that geometry looks horrible !!! lets keep the PRO attitude here !! LOL..I am learning some camera tracking now to insert these guys into real footage see,how that's gonna work out ,also, if anyone feels like finishing designing that guy below with the big horns ,please feel free i wanna animate that guy so badly but i am not much of the designer.!!Animation tests of the AliasBoy is next ,I am gonna try to send the rig to few people i know to test animate him ...like a lead animator John C. from Face2Face studio ..maybe He'll give it a try if He's not too busy ...we'll see Okay it's one day later and i wanna add some comments to this .i finished the arms stretch system and add a lower back fk control that missed to actually create,but today i was beating the crap out of this rig trying to break it and found my missing control. lol.anyway ..it's 2 am I am little sleepy.i will continue on the UI tomorrow....more to come ...... Posted by Picasa

Sunday, September 17, 2006

Soon to be replaced ...


WIP - okay we're little futher,implimented the stretch system into my leg setups and the same we'll go for the spine and the arms.I am giving all the credit to Brad Clark .This system has on/off switch and blends nicely between ik/fk so pretty much full control.I just ran into little problem with my remaining IKs on the legs .problem was when i switch to fk and turn off the stretch system my ball ik and toe ik stay pointing at the endEffector of that particular ik. I have to go over it and catch this error before i move on to the arms and spine.Othe rthan that the complexity is growing ,but I have to say that swaping stuff or adjusting certain parts on this rig is soooooo easy no struggel at ALL . I thought that non-flipping knee control would be good but than i changed my mind and created the same system i created for the arms .The PVcontrol follows everywhere with an option to blend between follow the character or stay locked in the world.Brad YOU"RE THE MAN. I have learn so much from you. more to come.......:) Posted by Picasa

Friday, August 11, 2006

Codee - color test


A beauty shot of Codee project straight from Maya using Vray renderer.
Total frame time [0h 44m 58.7s (2698.7 s)]
MORE TO COME.....

Tuesday, July 25, 2006

Codee - test animation

Simple test of Codee project with 10 link rig. One day of work its
a combination of keyframe animation and dynamic simulation.Rendered
with Vray - Maya. MORE TO COME...๐Ÿ˜

Dino - model



Shot of the creature ...This is a secomd time i replaced these shots ..always something i dont like about him ,so i keep fixing the little bugs...lol...more to come. Posted by Picasa

Monday, July 24, 2006

Baby dino - extreme poses


Baby Dino in some extreme posses tests ,,He needs to withstand a lot I have big plans for him ...lol..good story...more to come.. Posted by Picasa

MutionBuilder - retargeting sample

Motion Builder - re-target and animated using control rigs and story. Sorry about the skinning but that's not the goal here. Offsetting motions combining motions in story and overall edit for better look. Simple finger pose library added and used to animate with. Took about a day to get this. MORE TO COME...๐Ÿ˜Š

Wednesday, June 28, 2006

Camera animation test

Testing camera animation using paths and different cuts and angles for this unfinished piece. Simple environment , some math expressions for the fans to run smooth and auto. More to come...๐Ÿ˜ถ

Tuesday, March 07, 2006


WIP..testing some basic materials... Posted by Picasa

Sunday, March 05, 2006

Liquid - studies

Simple liquid sims to study liquid behavior and Real Flow application. More to come...๐Ÿ™„

Wednesday, February 01, 2006


WIP...facial expressions very basics ,I decided to put it on one pic just to save some space on the blog ..lol..also dont wanna annoy/harass you with one pic over and over again...lol...more to come !! Posted by Picasa

Eye character ...alias Mike Wazalski's twin evil brother.This one was done to fully test patch madelling and see how the patches will deform with wrap deformer.I used Indirect skinning using Lattices,Flexors,Clusters.This was back in version 5.5 where you couldn't have zero value points in deformers,little annoying but not a biggy .:) SORRY about the renders.grr. Posted by Picasa

Monday, January 30, 2006


WIP ...no comment !! ...lol... Posted by Picasa

WIP..the same project different cam angle.. Posted by Picasa

WIP ... i just wanna add some wireframes for my buddy who was very curious to see them ..so there SUCKER !! Posted by Picasa

Friday, January 20, 2006


WIP ...DOF with MR shader ,,pretty cool and fast results instead of using camera's regular DOF effect ,MR's is very easy to setup. Posted by Picasa

Wednesday, January 18, 2006


WIP ..the same bathroom place with some additional elements. Posted by Picasa

Tuesday, January 17, 2006

Hi guys ..
I just wanna let you know that i will be posting some MEL scripts soon ..
just sort of collecting stuff together and writing these simple procedures ,nothing
complicated.
I am trying to find out if i can post some animation examples here too .
Anyway ...there is more to come....

Sunday, January 08, 2006


WIP ...something older that never got finished ....lol Posted by Picasa

WIP .. IK/FK arms and legs ,IK/FK spine lots of switches ,autoClavicle ,stretchy spine and limbs ,gimble controls for the wrists ...more to come ...lol.. Posted by Picasa

WIP .. skeleton for the soldier ,,,,pretty okay rig but still full of bugs ...more to come ... Posted by Picasa

WIP ....lighting test ,,more is coming Posted by Picasa

Monday, September 26, 2005

Craddle dynamic anim

Dynamic animation using RB engine in Maya , some of the action was slow down to accommodate the camera motion. About 3 day project. Rendered with MR ,output to multiple passes , composite by Joe Fiore in AfterFX. More to come...๐Ÿ˜Š

snapshot for scorp007...lol. Posted by Picasa

turtle test ..HDRI,FG,turtle's DOF ...very fast under 5 min . Posted by Picasa

custom tool and UI for the dog animation... Posted by Picasa
dog__WIP Posted by Picasa

Monday, August 01, 2005


MR_full texture, a prop for the bathroom scene.  Posted by Picasa

Sunday, July 10, 2005


the same shot ,,i just piped the ambient occlusion texture into MR shader .Got very nice results kept the soft look and shading and got rid of the specular look . Posted by Picasa

Saturday, July 09, 2005


Ambient Occlusion texture test ..very easy to setup ,extremely fast compare to GI or FG .Recommend to use it for model presentation or pipe it into surface Shader and use it as composite pass in the final image. Posted by Picasa