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RIGS
Check out the rigs that I have done for characters

Rigs
      + Muscle
      + Auto Followthrough
      + Hair
      + Biped

Muscle

A full-body muscle rig for a humanoid character. 64 fusiform muscles are placed according to anatomy. The muscles are created using Muskeelar, a Maya plugin written to create muscles that can be exported into game engines for real-time muscle dynamics simulation and skin deformation.

A full-body muscle rig for a muscular character
A full-body muscle rig for a muscular character

As only fusiform muscles are available in the system, sheet-like muscles have to be approximated using several fusiform shapes. However, deformation of the skin can still be done with no problems.

Approximating different muscles using the fusiform shape
Approximating different muscles using the fusiform shape

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Automatic Followthrough

Automatic followthrough applied to a tail joint chain so that the tail automatically has followthrough action after controller stops moving.

Automatic followthrough expression applied to a tail joint chain

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Hair

This is a simple hair simulation for games. Basically uses joint chains with dynamics simulation. The animation can either be baked out or a dynamics solver can be written in order to playback the animation in real-time.

Simple hair simulation for game characters

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Biped

This is a character created for a game demo.

Posing the character and features of the rig

The control curves for a biped rig
The control curves for a biped rig

Changing of pose using the rig
Changing of pose using the rig

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CG:SKEELOGY
ABOUT ME (view full)

[ SKEEL LEE ]
- Character TD
- Game Physics Programmer

(+65) 96162157
skeel@skeelogy.com
Resume is now available! Drop me a mail to request.
I am interested in character rigging, deformation and Physics simulations.
I also do R&D on the
above topics to find practical solutions to challenging problems.
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       (Design Portfolio)
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