A sub tool for the wider toolset used in creating units for the Wooga game "Wonderlings".
This part of the tool chain allowed fast setup of predefined facial expressions. 3 Eye positions, and several mood states for the characters.
A sub tool for the wider toolset used in creating units for the Wooga game "Wonderlings". This process allowed the artist to export Photoshop layers as individual png's, and atlas them using the program Texture Packer. This atlas along with collision meta data (created during the atlas process) could then be exported again, allowing my tool to auto generate Mesh in Maya from the collider information.
This process greatly reduced the time going from 2D painting to 3D riggable mesh asset. The fidelity for the mesh generated could be dialed up or down depending on final requirements using the pre-existing toolset in Texture Packer.
Artwork used to showcase this process comes from the very talented Lead Artist Steven Bagatsky.
The 2.5 process was utilized to ensure we could animate in a 3D package (Maya) rather than using Spine2D for Unity. The entire tool chain was built so that we could scale the game to have 300+ units (Dragons), and have each unit complete in the minimal amount of time possible.
A sub tool for the wider toolset used in creating units for the Wooga game "Wonderlings". This Export process is specifically designed for Advanced Skeleton for Maya rigs. Rigs are broken down to just skeleton and mesh for export. A "side car" template skeleton (without mesh) would also be exported for use when exporting animations.
A tool to export a series of animations from a single Maya file. The name of each fbx 'take' is saved as well as Maya animation layer information . 'Takes' are the segmented animation time information stored in FBX files. Naming the Take at export in Maya will allow that same clip name to be imported in Unity. Initially this tool was designed to help the animators work efficiently with Animation Layers in Maya. Rather than manually having to switch layers on and off before exporting, this tool would store what was required and their time in a side car JSON file.
Art work used to showcase this tool is from the very talented Art Director Marcus Maestrov, with animation from the amazing Tamas Molnar.
A tool to quickly setup construction sequence renders in 3DSMax for the client 'Robert Bird Engineering'. At the time I created this tool 3DSMax had no built in tool to manage its layer information for rendering purposes.
Construction Sequence Visualization for large construction projects require small animations that show the building during different phases or 'timelines' of construction. These images and videos can be quite useful as supporting documentation when petitioning clients or local/federal government about a proposed new building.
This tool deals directly with allocated layers for phases of construction that have been pulled from Revit, Autodesk Navisworks and MS Project via other tools I wrote. Each Max layer contains mesh objects that represent the construction at a single point in time. Only the delta/change between time is stored in a Layer. In the Render Layer Manager we can assign frame ranges for each Layer, thereby building up an animation sequence over all layers.
A video to show the animation capability of the Render Layer Manager. By assigning frame ranges we can show real animation in the scene that will be captured by a single frame in time.