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@ Projects > Rigging & Deformation |
SECTION MENU |
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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 |
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MOCAP-READY FACIAL RIG
(Work In Progress)
A facial rig suitable for use with motion capture data
YEAR |
TYPE |
EFFORT |
2008 |
Project |
Solo |
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MOCAP-READY BIPED RIG
(Work In Progress)
A biped rig suitable for use with motion capture data
YEAR |
TYPE |
EFFORT |
2008 |
Project |
Solo |
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FATS SIMULATION
Created fats jiggles for a game character using a series of simulation techniques
YEAR |
TYPE |
EFFORT |
2008 |
Project |
Solo |
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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 |
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MUSKEELAR
The muscle system for games. Implemented as Maya plugin and visualized in OGRE.
YEAR |
TYPE |
EFFORT |
2007 |
Research |
Supervised |
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INVERSE KINEMATICS
A simple IK solver written in OpenGL to control a joint chain
YEAR |
TYPE |
EFFORT |
2007 |
Project |
Solo |
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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 |
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