Character Rig – Zugern

This character is one of the main characters of an animated short being created by the ATEC students at UT Dallas. The main requirements of this rig were for it to have a very expressive facial rig and natural easy to use hair controls. I was responsible for creating the facial rig, hair rig, painting weights, and adding any extra components to the body.

-Joe Porritt Created the main body rig (IK FK Arms legs and spine)

-Keanu Vallier Created the majority of the facial blendshapes

zugernfacehairzugern.png

Character Rig – STEV

This character rig is somewhat simple with squash and stretch,  an IK spline, FK chain, and follicles used to orient and re-position the antenna. The character is from an animated short film being created by students at UT Dallas’ ATEC animation studio class.

stevstevStretch

Character Rig – Mom-gern

This character is one of the main characters of an animated short being created by the ATEC students at UT Dallas. The main requirements of this rig were for it to have a very expressive facial rig. I was responsible for creating the facial rig, painting weights, and adding any extra components to the body.

-Joe Porritt Created the main body rig (IK FK Arms legs and spine)

-Vanllelyn Garcia Created the majority of the facial blendshapes

facearmexpression.png

Rhinoceros Muscle Rig

This project was one I decided upon for my rigging based Independent study. My objective was to implement a muscle system into a relatively basic rig in order to achieve desirable deformations, and to also learn more about computer generated muscles. Each muscle of the Rhino has squash, stretch, jiggle, and skin sliding implemented. Each of these attributes were fine tuned to mimic the real life muscles of a Rhino. The mechanics of the rig are fairly straight forward; IK legs, IK/FK tail and neck, scapula/shoulder control, basic joint based facial rig, etc. Overall, I believe the integrated muscle system greatly enhances the deformations of this rig and also brings a sense of life and weight to the character.

Disclaimer: I did not create the original model for this rig.

Octopus Rig

This class final project’s objective was to implement all of the different techniques learned this semester, but to also include new ones. Each tentacle of the octopus utilizes an IK FK switch, and the rest of the body uses forward kinematics. Each of the inverse kinematic chains on the tentacles utilize a spline IK so that non-linear deformers could be used to deform the spline IK’s curve in a natural way. Each limb has a squash and stretch system with controls to allow for fine tuning of volume preservation, this also includes the mantle. The face and body of the octopus have numerous blendshapes to allow for facial expressions and fine tuned body deformations.

Disclaimer: I did not create the original model for this rig.

Blendshape Facial Rig

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 original high resolution model.

This is an image of the retopologized face model.

This is an image of the retopologized face model.