Wednesday, December 26, 2012
I am now an MFA Graduate!
It's been a while since I have posted on the blog. My semester has been quite full finishing up my thesis and my last semester at AAU. I posted my thesis presentation on my riggingdiaries website. Its over 5 minutes long but I will update my showreel to be a lot shorter (about 2 minutes).
In the meantime, here is a photo of my ecorche that I finished during my last semester. I loved my ecorche class and I learned so much about anatomy but will continue to keep learning. Its important for riggers to know about figure and facial anatomy.
Monday, August 13, 2012
Rapscallions Thesis
The Khassay sea otter rig is complete except that I need to add the PSDs and continue working on the face. The animators are animating and hopefully I will get to post some playblasts in the next week or so.
My Summer Internship
Its been a long time since I've posted on the blog. I've been busy working at Volition for my summer internship. The internship has been great. People are super nice and the company is working on some cool games that I can't mention about. :) I've been learning a lot of things. I've coded up their prototype autorigging system using Python in Maya. Its almost done. I will definitely post up a demo video of the rigging system at the end of the month.
http://www.volition-inc.com/staff/eugene-yanza/
Wednesday, May 16, 2012
Left Mouth Widget Success
My test script was successful!
This script builds a square nurbs control widget that will automatically build blendshapes from sculpted shapes that are selected by the user. This script allows the user to enter in eight mouth face shapes plus the base shape into the UI’s text fields and allows the user to name the blendshape before creating it. The script builds a node selection system that knows what shape to trigger on(and how much weight) depending on where the nurbs controller is at. Limitations: The script needs to be expanded for the mouth open scenario. This script is only for the mouth closed scenario. I plan to expand this script to mirror the control on the right side and also so that it can be used when the mouth is open.
This script is useful for automating and speeding up the face rigging process. The concept can be used to build other specific face controllers such as the eyebrows, forehead, nose and cheeks. By building pieces of the face controllers, one main script can be made for the entire face.
Thanks to my friend Les Bogert for providing the the head called "Gilbert". The mouth shapes were quickly created only for testing the script.
This script builds a square nurbs control widget that will automatically build blendshapes from sculpted shapes that are selected by the user. This script allows the user to enter in eight mouth face shapes plus the base shape into the UI’s text fields and allows the user to name the blendshape before creating it. The script builds a node selection system that knows what shape to trigger on(and how much weight) depending on where the nurbs controller is at. Limitations: The script needs to be expanded for the mouth open scenario. This script is only for the mouth closed scenario. I plan to expand this script to mirror the control on the right side and also so that it can be used when the mouth is open.
This script is useful for automating and speeding up the face rigging process. The concept can be used to build other specific face controllers such as the eyebrows, forehead, nose and cheeks. By building pieces of the face controllers, one main script can be made for the entire face.
Thanks to my friend Les Bogert for providing the the head called "Gilbert". The mouth shapes were quickly created only for testing the script.
Monday, May 14, 2012
Left Corner Mouth Widget Control
I revised my idea for the face UI I was working on. Instead, I created a left corner mouth widget maker. It creates a controller for the left corner of the mouth. All you need to do is add your blendshapes to the text fields, name your blendshape, and press the buttons as you go down the UI. I coded about 50% of the tool and need to work on the remaining portion. It works pretty smoothly. It will build a corner controller, make the deltas needed when two shapes are turned up to 1, and rebuilds the blendshapes but adds a node selection system to know how much weight of the blendshape to trigger depending on where you are on a square controller. I will post a demo once I finish coding the remaining half. My test was successful on dummy shapes I used for the Base, Mouth Up, Smile and Mouth Wide shapes. I will need to code one for the right mouth corner once I finish this portion. Version 1.0 will be the closed mouth version of the widget. Version 2.0 will add the mouth open function and I will have to adjust for the mouth opening as the jaw control is rotated. This widget is great if you can't use a plugin such as the Blendshape Combination System. For me, it was a great way for me to learn how to have two blendshapes at value 1 but trigger the desired shape you want rather than the typical blendshapes resulting from the additive behavior in Maya.
A big Thank You to my Mentor!!
I've been very fortunate to have a friend who was willing to be my rigging mentor over the past year. A huge and big thank you to John Doublestein who works at Industrial Light & Magic. John is the epitome of the self-sacrificing mentor. He took the time almost every week to meet with me and provide guidance, tips and steer me in the right direction. I couldn't have been luckier! Its really helped me open my eyes and desire to strive for excellence. This experience has also made me want "pay it forward" and also mentor someone in the future. Thank you John (Jdub) for being the best mentor ever!
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