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Pirates of the Caribbean 4: On Stranger Tides

 

I recuscitated a set of older rigging tools for the show and facility as a whole. The tool would overlay a "tentacle" rig on top of a preexisting rigs on the fly where needed. This tool was used to help create several rigs on the show, such as the mermaid characters and a snake.

I wrote additional functionality into the tool, as well as making a front end interface for users to make it easier to use. Both MEL and Python were utilized to do this.

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Pirates of the Caribbean 4: On Stranger Tide
I rigged the upper body of a "template" mermaid character. This template rig and it's weights were then used to derive the mermaid characters seen in the movie.
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Pirates of the Caribbean 4: On Stranger Tide
I rigged the body of the Blackbeard character that appeared during his death scene (spoilers!)

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Pirates of the Caribbean 4: On Stranger Tide I worked as the sim artist on the following shots. I provided simulations for the mermaid's hair, seaweed fins, and the tail fin.

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Prince Caspian

For this show, I served as Lead Technical Animator.   I created custom rigs, as well as helped adapt pre existing rigs to work with the Sony pipeline. I also adapted several MEL tools to work with this show. I worked closely with the animation department as well as teams in both England and Singapore.

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Cloudy with a Chance of Meatballs

 

Rigged props for show, such as the wires and electrical plugs in these scenes

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Cloudy with a Chance of Meatballs

Worked on and maintained the "Breadboat" rig

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Cloudy with a Chance of Meatballs

I designed a tool using MEL that would allow the animators to bring in food props automatically rigged for their shots.

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I Am Legend

I created and updated rigging tools for the show.

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Open Season

For these scenes, I created a custom rig for the animator so they could see the results of their facial animation within the Maya scene itself.

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Open Season

Created a set of deformers that could be placed on top of the pre existing rig, giving animators extra control with the rope. This way, they could make sure the rope did not penetrate through the hood of the truck, or through the ankles of the character.
xmas01 Disney's "A Christmas Carol"

I wrote and worked on several front end pipeline, as well as troubleshooting tools for the hair and cloth department using both MEL and Python.

I also provided shot, sim, and asset support for the department.

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Surf's Up.

Created a set of tweak deformers that could be placed on top of the pre existing rig of the necklace to give the animator's extra control that they needed to properly animate it.

g Ogre Arms The arms have a IK/FK setup, as well individual shoulder controls.
g Ogre Face The face was built using extensive MEL Scripting, and close to 50 individual Blend Shapes. A custom GUI was built to tie them all together. There are also controls for the eyes and the ears.
g Human Setup This model is fully rigged, with an IK/FK setup for the arms, as well as full finger and hand controls. The feet have a foot roll control, and pivots at the heel and toe. As above, he as hip, root, spine and shoulder controls.
g Run Cycle A simple run cycle showing the rig in action.
g Human Eyes. Specialized blendshapes were used to able the eyes to convey different emotions, as was called for by the script of the film.
g Alien eggs MEL scripting was used to control the deformation of the joints controlling the lids of the egg. A single control drives the openning and closing of all four sections of the egg lid.
g Pegasus Rig This is a fully rigged horse with wings. It has controls for the body, legs, head, feet and wings.
g Pegasus Root The pegasus has controls for the root and hip(rump). Each leg has it's own control. There is a control allowing for rotation at the hoof as well.
g Pegasus Head There are controls for the head, and the neck, as well as for the mane hair.
g Pegasus Wing MEL scripting was used to control the joint deformation of the wings. The wings will bend differently going foward than they do going backwards, mimicing the motion of actual bird wings. The wings can be rotated at the base, and bent at the midsection, as well as the tip. Feathers were divided up into several groups, which were then tied to controls using MEL that would allow them the flap both backwards and foward.