Update – Baskin Animation
It’s been awhile since I’ve posted something. I’ve been doing some work the last couple of months as a Forensic Animator, but I’ve also been trying to get more knowledgeable on rigging, cleaning up notes and scripting things out. Hopefully, I’ll have a workable Auto-Rigging system done soon that I’ll post up. So far it’s all in MEL, and as soon as it’s done and working, I’ll work on converting it to Python and make it a Modular Rigging System.
I’m almost done with another rig for the Cerebus animated film project. Here’s a link to the Cerebus production blog with an image of the model with my rigging progress, and here’s a little bit of animation with my Baskin rig.
Animation progress by Kristopher Houge
Voices by Daniel Geduld
Turg modelled by Daniel Grant
Turg rigged by Paul Ormerod
Baskin modelled by Ajoy Paul
Baskin rigged by Jose Molina
Cerebus the Aardvark – Baskin Rig Finished!
I finished my work on the Baskin rig this past weekend. I’ll try to post updates on the project with how it’s going, but please check out their production blog to see everything about the project.
I worked a long time on making sure I understood how I was building the rig, keeping notes so I can recreate it easier later.
I specifically focused on getting a few things to work as I wanted them to be, like a No Flip Knee with a Pole Vector. It was a really great opportunity to work with a guy like Oliver Simonsen, who’s doing an amazing job putting this kind of project together. I learned a whole lot these past few months that I hope to keep working on and getting better at.
This is the link with my rig part in it, it’s just a picture. They’ll post animation update as things develop.
Cerebus the Aardvark
I’ve been working a lot on a new rig lately for a project. It’s been helping me clean up some of my rigging knowledge and techniques that I wasn’t really happy with on my “Kattie” rig (which I plan to revise and release for free later on).
I’m keeping track of everything I’m doing since I’m also working on learning more scripting to automate things.
You can follow the production blog here http://whatcomix.blogspot.com/
The character I’ve been developing the rig for is Baskin, and this is his head with blendshapes.
Baskin model by Ajoy Paul