Character intro , quick model and quick anim to introduce a character to a client.
Designed for a TV show, 3-5 year old kids. ๐ More to come ...
Tuesday, July 13, 2010
Monday, July 12, 2010
Flash - character concept
Character intro , flash modeled , animated , simulated secondary motions,
animation , and render in Maya. Composite it in Nuke. Few render layers.
motion blur through composite vectors. More to come ... ✔
Simple Cloth sim
Layer nCloth simulation , basic mocap used to get animation on. Fast motions and fast collisions is next text. MORE TO COME ....๐
Face - mocap retarget One to One - test
Facial retarget in Mobu and then out to Maya.Animation tweaks done in Mobu.
MORE TO COME ....๐
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
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
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...๐
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...๐
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...๐
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...๐
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...๐
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 .....
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...๐ถ
Added soem secondary motion and fur . Didn't have much time to tweak the fur.
More to come...๐ถ
Sunday, January 14, 2007
RigidBody - studies
Some simple examples of RB simulations. Using Autodesk Maya and some third party plugins.
MORE TO COME...๐ค
Friday, January 05, 2007
Character rig
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...๐
Wrote a few functions to help illuminate the tedious parts of the setup.
MORE TO COME...๐
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 ......
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.......:)
Friday, August 11, 2006
Codee - color test
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...๐
a combination of keyframe animation and dynamic simulation.Rendered
with Vray - Maya. MORE TO COME...๐
Dino - model
Monday, July 24, 2006
Baby dino - extreme poses
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...๐
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...๐ถ
Tuesday, March 07, 2006
Sunday, March 05, 2006
Liquid - studies
Simple liquid sims to study liquid behavior and Real Flow application.
More to come...๐
Wednesday, February 01, 2006

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.
Monday, January 30, 2006
Friday, January 20, 2006
Tuesday, January 17, 2006
Sunday, January 08, 2006
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...๐
Monday, August 01, 2005
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About Me
- Rick Fronek
- I really enjoy my work and studies.I love what I do and honestly,there is no better job than the technical/creative challenge of this job ....for me.




















