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2017 Demo Reel

SHOT BREAKDOWN

00:06 – 00:51 | Businessman Rig

Software Used: Maya, Photoshop, Nuke, Premiere Pro

Responsibilities: Rigging, Texturing, Compositing

Credits: Zech Hutton (Model)

 

00:51 – 01:22 | Dragon Rig

Software Used: Maya, Mudbox, Photoshop, Nuke, Premiere Pro

Responsibilities: Re-Modeling, Re-Texturing, Rigging, Animation, Compositing

Credits: 3d_Molier (Model, Original Texture)

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01:22 – 02:00 | Rigging Toolset

Software Used: Maya, Sublime Text, Premiere Pro

Languages Used: Python, MEL, PyMEL

Responsibilities: Coding, Troubleshooting, Compositing

Credits: Andrew Hwang (Model)

ASSET BREAKDOWN

The Businessman Rig was fun to build with lots of new challenges. It has all the hallmarks of a typical bipedal character rig. Some of which include IK/FK limbs with auto switching, layered hand controls, RFL feet, layered back and hip controls, layered global controls, and a basic facial GUI system. Cartoon stretching makes this rig truly come to life. These systems are applied to the limbs and back. I utilized a custom modular system known as a flexi plane to achieve these results. This system is similar to a ribbon spline. The flexi plane system allows for stretchy IK and FK chains. Locators are utilized for translation data that gets injected into several constraints and math nodes. This forms the foundation for an auto-scaling system to be incorporated. Each layer of control utilizes switches for manual manipulation. There are nine flexi plane systems utilized throughout the character rig. Each arm and leg has two flexi planes with anchors at the shoulders, elbows, wrists, hips, knees, and feet. The back only requires a single flexi plane with anchors at the hips and head. The main body of the flexi plane utilizes a NURBS plane instead of a polygonal plane due to NURBS's superior edge curvature smoothing. There are five joints in this version of the system that have even spacing along the plane. However, any number of joints can be used depending on the situation. Each joint has a controller with an additional three primary controls placed at the center and ends of the system. If desired, a fourth primary control can be utilized for volume retention during the animation process. Clusters are used for general weighting with more locators for translation data. Adding a flexi plane system to a limb adds at least five more joints that will need to be accounted for during weight painting.

A screenshot of the Flexi Plane rig system.

The Dragon Rig utilizes many standard quadruped systems. The flexi-plane system can again be seen in the long neck, back, and tail. However, these versions have many more joints and other layered systems in place as well. The neck and tail take advantage of an IK spline system for both large, sweeping actions and fine detail movement. The legs utilize several "no-flip" systems that take into account the reverse bending action required for a creature of this nature. Due to hardware limitations, the wings were a troublesome area to work with. In the end I needed to remodel the shoulder anatomy and update the texture that goes with that area of the mesh. The wing membrane was modeled with two layers to account for their thickness. As a result, building proper joint influence required the heavy use of blend shapes based on both location and rotational data. The various bones in the wings comprise both FK and IK chains. I learned many hard lessons working with this model. Many of them came down attempting to rig a model that was not meant for animation.

The last asset in this demo reel became a collection of rigging tools that I had built for my personal workflow. Much of the code was done in Maya. QT Designer helped me to better conceptualize the GUI system. At the time, I was fairly inexperienced with coding projects except for a few websites in high school. This set of tools that I had built really allowed me to experiment and better understand what I was doing inside different developer environments. I primarily used Sublime Text 2 and 3. At the time, the software was more of an enhanced Notepad++. Now, it has become a proper IDE system. I've since moved on to Visual Studio for a lot of my coding work.

In the beginning, this project was a quick way to move Maya Shelf tools into a modular system I could use between different PCs and versions of Maya. It later evolved into a full system of rigging tools that streamlined my workflow in a massive way. I built a custom renaming kit, a custom controls kit, a quick IK/FK builder, a general rigging tools kit, and a primitive version of the Blender Asset Browser system. For better or worse, most of the toolkits I built for myself back then have become standard, included tools in software such as Blender and Maya. This just goes to show how fast this industry evolves.

© Dean Scott

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