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@ Projects > Rigging & Deformation

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     + Tweakable Fish (2008)
     + Mocap-Ready Facial Rig (2008)
     + Run-Time Subdivision (2008)
     + Muskeelar (2007)
     + Inverse Kinematics (2007)
     + Low Res Proxy (2006)

Here are some rigging and deformation projects that I have done. These are projects which are slightly more involved in terms of implementation. For basic rigs and deformations, please take a look at the rigs in the gallery section.

TWEAKABLE FISH
Created a fish that allows the user to tweak the proportions and shapes of different body parts
YEAR
TYPE
EFFORT
2008
Project
Solo
MOCAP-READY FACIAL RIG
(Work In Progress)
A facial rig suitable for use with motion capture data
YEAR
TYPE
EFFORT
2008
Project
Solo
   
MOCAP-READY BIPED RIG
(Work In Progress)
A biped rig suitable for use with motion capture data
YEAR
TYPE
EFFORT
2008
Project
Solo
FATS SIMULATION
Created fats jiggles for a game character using a series of simulation techniques
YEAR
TYPE
EFFORT
2008
Project
Solo
   
RUN-TIME MESH SUBDIVISION
Subdivision algorithm is used in a game to fit a high-res mesh to a low-res mesh to save calculations
YEAR
TYPE
EFFORT
2008
Project
Solo
MUSKEELAR
The muscle system for games. Implemented as Maya plugin and visualized in OGRE.
YEAR
TYPE
EFFORT
2007
Research
Supervised
   
INVERSE KINEMATICS
A simple IK solver written in OpenGL to control a joint chain
YEAR
TYPE
EFFORT
2007
Project
Solo
LOW RESOLUTION PROXY GENERATOR
A MEL script to generate low resolution proxies for use in previz or real-time animation playback
YEAR
TYPE
EFFORT
2006
Project
Solo
 
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.
MY OTHER SITES
    + Skeelogy
       (Design Portfolio)
    + CG:S's Blog
    + CG:S's YouTube
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