This class assignment’s objective was to create a facial rig utilizing a series of blendshapes, but to also practice good weight painting and topology. In order to sculpt over 70 blendshapes I used Autodesk Mudbox in conjunction with Autodesk Maya to make the process more efficient. Each blendshape’s weight value is tied to the translation or custom attribute of a curve to create the desired deformation on the models surface. Corrective blendshapes were utilized in the smiling, frowning, eyebrow angry, eyebrow sad, and eyelids.
Disclaimer: I did not create the original model for this rig. I only retopologized the high resolution model.
This is an image of the original high resolution model.
This is an image of the retopologized face model.
In this personal project I used Faceware Analyzer to track the facial motion from a movie clip. Next I applied this information to my personal rig in Autodesk Maya via Faceware Retargeter. After this I created several facial poses to clean up the animation and make it more appealing.
This class assignment’s objective was to create a character rig with all the basic functions, but to also integrate a squash and stretch system into the limbs. For the squash and stretch system I used Autodesk Maya’s node editor with a series of nodes that created the desired effect.
Disclaimer: I did not create the model for this rig.
This rig was created at my work for a video game/simulation. The requirements of the rig entailed compatibility with Unity, and also modularity between different models. Each rig includes an IK/FK switch on the arms, FK spine, IK legs, and reverse foot lock mechanics.
Disclaimer: Models were created by Steven West.
Image of the game character rig.
Image of the different models for the rig.