|A Wrinkle in Time Rigging, Creature Sims|
Responsible for rig maintanence on Mrs. Whatsit's leaf form. Designed fully scripted leaf headdress rig. Created the Meg digi-double puppet and cloth rigs. Ran in-shot character fx simulations.
|Transformers: The Last Knight Rigging, Creature Sims|
Responsible for in-shot character fx simulations. Also created the rigid body destruction simulation in the second shot of this reel.
|Barbie and Her Sisters in a Puppy Chase Rigging, Plug-in Development|
Responsible for the main character body rigs for Chelsea, Stacie and Lindsey and the Finale variant of Barbie. Developed the custom curve sample node used to drive the zipline rig in C++. Also responsible for Skipper's harness rig (used as a template for the other character's harness rigs).
|Open Season: Scared Silly Rigging, Tool Development|
Developed an automated rigging module to attach mine cars to the tracks. The system embeds a ribbon in the track asset, then allows layout or animation to attach any number of mine cars to the setup. I was also responsible for the mine car vehicle rigs. Responsible for Ed's werewolf variant body rig. Efficiently used proprietary rigging system to create a full-featured character rig. Responsible for the creature rig for the deer tick character.
|ROBO+REPAIR Rigging, Pipeline Development|
Responsible for designing the main character's fully articulated character rig. The rig features the ability to switch between three arm attachments and FK/IK switching on the arms and legs. When the arms and legs are in IK mode, the ball joints rotate to keep the limb in the socket of the ball joints. The rig features a torso rocker with an arbitrary pivot around the waist. I was also the pipeline lead for my team on this project.