Facial Rigging Tool
Demonstration of a flexible facial rigging tool I developed for Maya using Python. The tool provides:
Rig segmentation into different parts for easy maintenance and skinning.
Accurate joint placement on the model's vertices.
Built-in error handling system.
User-friendly Graphical User Interface.
To Thunderous Applause
An animated film for which I produced a ballerina rig designed to accommodate both motion capture data and hand-keyed animation.
Body animated using motion capture data.
Eyes and fingers animated using hand-keyed animation.
ZIBAN
A detailed turtle rig I developed for an animated advertisement for the fictional ZIBAN brand. It features:
Body squash & stretch.
Detachable shell that deforms relative to the body.
Webs of Reverie
A monster game rig I developed for a horror game titled "Webs of Reverie".
The greatest challenge was making the tentacles and eyeballs that are scattered across the monster's back deform appropriately in any pose.
Developed 5 full 3D character rigs within 48 hours for "Raccoon Rampage", a video game made using the Unreal game engine in collaboration with 15 people.
Raccoon player rig.
Hog final boss rig.
Wasp enemy rig.
Chameleon enemy rig.
Toucan enemy rig (unused).
Showcase of a human body rig I developed, featuring:
Bendy & stretchy limbs and spine.
FK–IK control switching.
Space switching for head and clavicles.
Infinite spine twist.
Full demonstration of a facial rig I produced using my Facial Rigging Tool, featuring:
Squash & stretch functionality.
Tweaker controls for detailed shaping.
Rig segmentation into different parts for easy maintenance.
Blendshape implementation.
Showcase of a doggy rig I developed, featuring:
Bendy & stretchy limbs and spine.
FK–IK control switching.
Space switching for head and clavicles.
Infinite spine twist.
I delivered 2 full character rigs for an upcoming animated film called "The Ring Of Fire".
This is the work-in-progress version.
Exploring Houdini’s rigging capabilities, I created a stylized, windy forest scene.
Using procedural techniques along with Houdini’s KineFX and APEX workflows, I modeled, rigged, and skinned each tree, introducing variation in their size and trunk thickness.
Lastly, using trigonometric functions, I simulated a natural swaying motion with subtle offset between each tree’s movement.
Using Houdini's VEX programming language, I coded procedural materials to texture and shade a 3D scene that I had modeled and lit.
I also created custom attributes and controls that enable other users to easily modify my materials for their own needs, providing greater flexibility.
An animated scene produced using Maya, Blender, Mixamo, and Houdini.
For modeling, I used Blender and Maya.
For animation, I used Mixamo.
For texturing, glow effects, lighting and rendering, I used Houdini.
An animated film I produced involving simulations of cloth, hair, fluid and particle systems.
The witch's dress was a particular challenge to simulate because of her fast movements and dynamic poses.
I collaborated as a 3D animator on a short animated sequence featuring an alien chase.
My role involved designing and animating dynamic alien movements while working closely with the team to ensure that the alien's pacing and motion correctly interacted with the environment.
I'm currently collaborating as a technical rigger on a stylized animated film, responsible for facial rigging.