Client Related Posts

Rigging Work

Completed four high detailed creature rigs for Kojo Productions┬á– HumanIK, The Setup Machine 2, and custom facial setups.



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Realtime Character Setup – Skylanders


Contracted by Autodesk representative Storm FX to set up some live character networks using Motion Builder for EB Games Expo. Two characters, live event, realtime streaming of motion capture and facial and hands animation to be triggered with three or four operators using gamepads and mocap suit. Even some live camera switching. Completed in two weeks – I used relation constraints tree to build a really complex logic network. Sort of like a puppet in software.


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Unity Game Prototype – Bike Race

Extending the Unity base tutorial with:
1. Modifying of Car Tutorial for more ‘arcade’ handling – more manageable physics needed for next step ..
2. Merging in a waypoints solution to automatically drive cars around the whole track
3. Converting from a car race to a bike race – assets/animation in Motion Builder, physics setup, some custom player control, pelotons/groups and fine-tuning the code and assets, for a solid looking prototype.

2 Weeks development for this.

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Character Work – Automated Speech

Example of some character work which combines auto-speech recognition, motion capture based body, and some crafty model/paint/rig.. Realtime rendered in Motion Builder.


Screenshots of the 3d facial sculpt, and texture for character creation
Sculpting and Painting in Mudbox, works by KD
[nggallery id=22]

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Next animation production

A current 3d Animation production – which links into the Fanimania events system. Using the ‘Entertainment Creative Suite’ of tools which are Maya, Motion Builder and Mudbox, As well as a Motion Capture System and some background ‘pipeline and tools’ scripts. This is the sort of production that gets done out in a few weeks of work – with myself and one Generalist assist.

There’s a lot of automation involved in the process, such as dynamics physics solving, body motion capture, as well as various processing scripts that push the production through a graphics production pipeline. So in one sense this sort of production is quite technical – a bit like technical animation work for games. The good thing here is that ANY part of the production can be altered at any time – and the scripts and project setup mean that the production can be generated again start to finish with the change propagated through.

There’s a whole bunch of creative input too though – the cartoon rendering style, the motion editing, camera work, pretty careful integration of character and environment.

More animated character work

We’ve had to put on hold short film efforts. I’ve been working for the last few months out of the post production dept at FreehandTV doing some good things with Motion Builder / Maya / Mudbox.

Here’s two weeks worth of work for Fanimania, who I’m working for here and hope things to grow in a good and very animated way ­čśë

Animation Contracting – Plastic Wax

Recently completed a month of animation contracting for Plastic Wax animation studio. Previously I’ve done some lighting / rendering work with them and this time around it was animating in Motion Builder for a new cutscene they have in production.

Motion Capture for FuelVFX. Tomorrow, When The War Began

Motion capture and motion editing done for Fuel VFX. Providing on-site motion capture technician services, and also using our own motion capture studio, we provided, edited and processed motion captured performance for FuelVFX to complete a crowd simulation script and crowd shot for the film. It’s a nice big important (I think) shot, and a great showcase for using our facilities on a high-end feature. The film is due for release later in the year, and I got word that I’ll get a credit for this one as a motion capture technician. Nice.

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