Animation has weaved its way in and out of my career. It has been a cornerstone of my skillset and something that I have always enjoyed. All of my experience in college was with key frame or hand drawn animation. Then, after being hired as an Unreal Cinematic Artist, I worked my way into a Mocap Animator Position at Pendulum Studios.
I ended up spending the majority of my time at Pendulum working on Data Cleanup, Retargetting, Blending Mocap Takes, Fixing Motion, Finger/Facial Key Framing.
Before we get started, I’d like to note that there is some work that I can only show privately and is available upon request.
Description: My Tasks: More information is available on my Amazing Spider-Man project page
We were in charge of all of the cleanup and animation for the Cinematics. My main assignment was the opening cinematic(below).
Rigging/Simulating Tail Physics
More information is available on my Amazing Spider-Man project page
This is my final project from college. Along with 8 other people, we made a first person puzzle game. Overall, it is about a 30 minute experience. This project is probably my most prominent “Generalist” role apart from the Black Eyed Peas Experience.
In the video below, I briefly demonstrate some of the first person animation that I was responsible for. The base rig was created by another character artist that wasn’t part of our main team. I did have to modify the rig to include the discs that the player launches. One animation is meant to be blended with the idle animation.
More information is available on my Vestige page
iYoga is a mobile app that acts as an encyclopedia for Yoga poses and the muscles that they target. We were responsible for everything from the Mocap to the Rendering. The video below simply demonstrates some of the finished renders.
More information is available on my iYoga Premium project Page
This is a brand new rig (as of May 2014) that I have created simply for prototyping purposes. More functionality will be added as needed(finger, toe, facial controls). Some basic gameplay animations will be made as well.
Note: I did not capture painting weights
Skip to 6:40 to see the Final Rig (sans correct skin weights)
After the need for an Unreal Generalist dried up after the Black Eyed Peas Experience, Pendulum Studios gave me a chance to try my hand at Mocap animation. They knew I had some key frame experience. These exercises were given to me to both test my abilities and familiarize me with Motionbuilder. I am a relatively quick study when it comes to new software, so it didn’t take long.
The goal was the same for each one: Take raw data from start to finish. Some have a specific request in mind, like the wall run. We only had captured a short wall run and they needed somebody to extend the wall run.