I've been busy working on Crysis 3 trailers for the past 5 months (TV Spot and 7 Wonders), with a bunch of very talented folks.
Most of my work has been pushing the CryEngine almost to breaking point to get the highest quality Nanosuit possible into our trailers. I will follow up this post in a week or so, with a tech breakdown of the rig I created, along with a tutorial on getting a muscle system working in CryEngine.
You can see the TV spot here:
and check out the game when its released next week!
Over the past couple of weeks, in my very limited free time I have been creating a little Python script for Maya to quickly get characters into cryEngine. Currently the tool creates a skeletal template that can be fitted to any biped character by either translating, rotating, or scaling. The skeletal template is then used to define where joints are placed. The tool then creates a physics template to be modified to the characters body. This is then used to create the actual physics geo along with the characters ragdoll setup.
Maya mesh to game ready in 20 mins. Next up I will automate the rigging process. I would like to try and create a rigging tool that allows for multiple different solutions for various parts (e.g spine could have options for fk/ribbon/awesome setups)
Well its been a while, and possibly the busiest 6 months of my life.
I've started studying at Rigging Dojo. I'm currently 5 weeks into my first 6 week course on advance python scripting and it's been fantastic. I'm currently being mentored by Jason Parks and have found the whole experience incredibly motivating. The community is really supportive and the guys running the show are always taking a keen interest and giving personalised direction on what the students are working on. I can't recommend the place enough!
I've also been working on an animated short, set in Valve's Portal world. I am currently Lead Technical Animator and responsible for a team of around 5 tech artists rigging and creating production tools for the animation team. I'll show more of the work on this when we start making things public, but for now here is the portal gun rig I've been working on:
This is a Kraken rig I have been working on recently. The tentacles have an IK/Auto blend meaning they can be completely animated by hand, automatically animated based on the root controller movement/rotation or a blend of both.
I also created a custom squash and stretch system that will work with cryEngine 3.0, with a mixture of wire parameters and simple expressions (no bone scaling used).
Too many times in the past I have been given rigs which are automated and so complex they only serve as tech demo's, and more often than not, are useless to an animator.
In my spare time over the past few weeks, I have been working on simple animator friendly rigging solutions for problems I often come across.
This is the first, it is a basic tentacle, with a spline IK/Auto switch. It can be animated using traditional methods via the spline IK, but can also be switched into an auto mode, with passive and active features.