Breakdown
Hawkeye Lead Creature TD
As one of the Lead Creature TD’s on the show, I was responsible for the small
team of creatures artsits from asset development through the completion of the
first trailer. Our work included digi-double rigs and costume simulation setups
for Clint Barton, Kate Bishop, Yelana Belova, and the Tracksuit Mafia. I
developed the rig and feather simulation setup for the baby owl featured in the
final episode. We also rigged three ropes, some vehicles, and an array of trick
arrows.
A Wrinkle in Time Rigging, Creature Sims
Responsible for rig maintenance on Mrs. Whatsit’s leaf form. Designed a fully
scripted leaf headdress rig. Creatued the Meg digi-double puppet and cloth
rigs. Ran in-shot CFX simulations.
Aladdin (2019) Rigging, Creature Sims
Helped create the digi-double rig for Aladdin and the animation rig for Jafar’s
genie variant. I was also responsible for parts of Jasmine’s costume simulation
setup. In shots, I simulatated muscle, hair, and cloth for Jasmine, Aladdin,
Genie, and Carpet; feather and fur simulations for Iago and Abu; and I
maintained the animation rig for the flying variant of Carpet.
Terminator: Dark Fate Rigging, Creature Sims
Responsible for rigging on the REV-9 limb variants and the final sequence
REV-9 indo-skeleton. Worked with artists in the animation and FX departments to
create the animation rig for the divided REV-9 body. Also responsible for
in-shot character cims for the REV-9 and T-800 characters in the final
sequence.
Transformers: The Last Knight Creature Sims
Responsible for in-shot CFX simulaitons. Also created the rigid body
destruction simulation for a shot featured in this reel.
Space Jam: A New Legacy Face Rig Tool Development
I was responsible for developing the tools used to merge the face rigs onto the
body rigs. I was also responsible for diagnosing rig performance issues witht
he face and body rig kit. And I contributed to an early version of the Lola
face rig.
Open Season: Scared Silly Rigging, Tool Development
Developed an automated rigging module to attach mine carts to the tracks. The
system embeds a ribbin in the track asset, then allows layout or animation
artists to attach any number of mine cars to the setup. I was also responsible
for the mine car vehicle rigs themselves and Ed’s werewolf variant body 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 all arms and legs. When the artms and legs are in IK mode the ball
joints rotate to keep the limb in the socket of the ball joint. The rig
features a torso rocker with an arbitrary pivot around the waist. I was also
the pipeline lead for my team.