1.Bird rig (2015)
This is a project from VIZA-685 Directed Studies under the direction of Dr. Fred Parke.
+ Original character
+ Rig scripted in python
+ Fur & hair in XGen
+ Hair simulated in Maya
+ Textured and rendered in Renderman
+ IK/FK Matching (GUI) on wings
+ Full facial setup / facial GUI
+ Feathers are spread evenly while moving the wings
+ Wing folding
+ Stretchy and squash head / eyeballs / beak / torsal
+ Flexi Plane spine
2.Procedural Character Rigging System (2015 - 2016) This is a Modular Rigging System I developed for procedural character rigging. This tool is applicable for biped, quadruped, facial, vehicle, and winged character, etc.
This system was developed in Python, PyQt / PySide, and Maya API, and it allows for shorter overall production schedules through writing in and out rigging data as JSON for maximum data reuse and extensibility.
The weights save / export / import functionality gives riggers the flexibility to work with work-in-progress skin deformation. The ability to accommodate deformation changes has always been important for character rigs. With this feature, riggers can do up-front tweaking, subsequent changes to the weights, and present different versions of skin deformation for review and feedback.
3.Giraffe rig and muscle system (2015) The task for this project was to create a realistic quadruped model, script the rig, and finalize deformations with muscle system. This python scripted rig allows me to make changes more efficient and iterate through it quickly.
The reason I chose to create a giraffe is that the muscular system provides the power needed to move their huge body around. Their shoulder and the base of neck are deeply embedded in thick and strong muscles to help supporting and moving the long neck. Also, majority of their muscles are found around giraffes' front legs and in their neck. This type of heavy muscular development helps them fetching water down low or eat plants off trees up high.
In addition, the regular smoothing in Maya results in a huge loss in detail and volume for the model, and the muscle system in Maya would give me more controls over the deformations and muscle jiggling results.
4.'Knot Today' Animated short (2015) + Click here for full video or short This piece is from a 30-second animated short under the direction of artists and CG professionals from Walt Disney Animation Studio. The short was produced in 10 weeks in collaboration with Alyssa Pena, Bill Derrington, Emily Oswald, Rushil Kekre, and Yuxiao Du. I was the rigging, simulation, rendering and compositing lead for the project. As the rigging lead, I made changes, updated rigs and addressed problems according to the direct feedback from Disney artists and others who used the rigs.
+ Facial, wind, and helicopter propeller GUI
+ Stretchy and squash kite body / tail
+ Kite tail looping control
+ Procedural blades animation for the helicopter
+ Particles wind simulation
Other responsibilities I was tasked with include:
+ Character simulation
+ Character modeling
+ Concept art
+ Lighting & Compositing