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Rigging TD Reel 2019

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Showreel breakdown
All rigging was done through builder scripts (Procedural rigging) and was made in such a way as to support iterative changes from modeling and fx.

Creature RND 00:01 - 00:18
Responsible for all aspects of rigging (except eye setup)
Tail made with “variable FK”, spine and neck with “spline ik”
All corectives was made by joints
Facial rig based on joints
Ball roll based on reverse IK setup and FK (to be able to do finger curl, spread at the same time with ball roll if needed)
All the correctives for the setup is done through corrective joints which makes it possible to iterate on modelling changes.

Ziva setup:
I was responsible of the neck and arm muscle simulation. My goal was to create realistic muscle sliding and excitation.

Build tools for ziva (Python):
Automatically do rename from which muscle to which bone attach
Life of action settings export (to json file) and mirror to another side
Turn on/off selected zTissue

Saru 00:19 - 00:23
Responsible for all aspects of rigging
All the correctives for the setup is done through corrective joints which makes it possible to iterate on modelling changes.

Snake 00:23 - 00:30
Responsible for all aspects of rigging
My snake setup creates control joint at the zero position on the Y axis while allowing user to create the bind joints in the middle of the geometry. This makes it easier for the user to skin the geometry while still making it possible for the snake to wrap around surfaces. The snake is primarily driven by an IK spline. I’ve also created a custom ribbon setup under the spline which makes it possible to create local twisting and not just twisting form the tips of the spline. All the correctives for the setup is done through corrective joints which makes it possible to iterate on modelling changes.

Monster 00:31 - 00:43
Responsible for all aspects of rigging
I have a reverse IK setup on top of my primary ankle setup to accommodate the dual ankles required to deform the creature. This was a request from animation to make it possible to counter animate the position of the leg based of a secondary ankle joint. I also had to build a custom twist setup and distribute the weights among the ankles to create a smooth transition. Ball roll based on reverse IK setup and FK (to be able to do finger curl, spread at the same time with ball roll if needed). All the correctives for the setup is done through corrective joints which makes it possible to iterate on modelling changes.

Blob 00:44 - 00:50
Responsible for all aspects of rigging and simulation
Used sculpt deformer to get “worm” and “Pulse” effect. Animated mesh used like a bone to drive “Fat layer”. Added dummy sphere for collision.

Mechanical Arm 00:51 - 00:59
Responsible for all aspects of rigging
All the correctives for the setup is done through corrective joints which makes it possible to iterate on modelling changes.

Mechanical Arm scripted Ulna/Radius - Scapula setup 01:00 - 01:40
Scripted setup based on Andy Van Straten tutorial “Skinning with nCloth”.

Ulna/Radius setup explanation:
For each bone created locator on the start and end bone. For Radius upper bone locator was aim constraint to lower. For Ulna lower locator was aim constraint to upper.

Scapula setup explanation:
Created nurbsSphere around rib cage. Getting closer point on surface. Do aim constraint for scapular to closer potin on surface locator.

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